As I've highlighted in other posts, the Assault class feels a bit meh. The beacon doesn't seem as useful as it did when it was with Recon, when it does get used it tends to be too close to objectives in risky spots which just lead to the gadget being discovered by the enemy and destroyed or spawn killing on it sooner rather than later.
While I see the appeal or having it with a more loud aggressive class, I don't think it gets used to it's full potential. I feel like it's a gadget better suited for Recon or another reintroduced class, like spec ops... If set up to be the silent assassins or sneaky infiltrators of the battlefield then the beacon would complement that play style well and we'd see a good middle ground of beacon usage between that of Recon and Assault.
A replacement for the beacon for assault would be a Zip line, which suits the go anywhere, climb any obstacle mindset and fast aggressive play style of the class very well. To be fair the Zip line still would suit the spec ops class too, but I feel like it's slightly better on Assault and the Beacon is slightly better on Spec ops.
Since they are usually the first ones in the room it makes sense the adrenaline injection pen is upgraded to provide a small 20hp heal and self revive. 20hp isn't anything mental but it may be enough to survive a firefight.
Reviving with just 20 hp leaves them vulnerable too, so it would very situational and by no means game breaking.
I had another suggestion of giving them an explosives resupplying crate to take some of the power and utility away from Support, but I like the Zip line more.
As for weapons I'd like to see tighter initial ADS accuracy on ARs with a bit more recoil but less bloom. Looser initial ADS accuracy on SMGs with Less recoil but more bloom. Makeing one more suitable for longer engagement distances than the other.
Carbines would be in between the two, LMGs would have the ADS accuracy of ARs but with more aggressive recoil and bloom which needs stationary deployment to rein in.