Overall, I think the Support class is in a good place, but there are a couple of quality-of-life improvements I'd like to see considered.
- Slightly increase the interaction range of ammo and health bags (around 1 meter). There are times when you appear close enough to a bag, yet have to move awkwardly to receive its benefits. A small increase would make them feel more consistent and improve the flow of gameplay.
- Address accidental kit swapping while reviving. While this isn't exclusive to Support players, it can be frustrating to unintentionally pick up another player's kit when attempting to revive them. The consequences go beyond a simple inconvenience. Players may find themselves using a different class, gadgets they didn't choose, or a weapon they aren't familiar with for the remainder of that life. Reviving teammates should never result in accidentally changing your entire loadout.
Neither of these changes would significantly alter balance, but they would improve usability and make the Support experience feel smoother overall.
I also hope DICE keeps healing and ammo combined into a single bag.
One advantage of the current system is availability. Players are naturally more inclined to drop bags when they need healing, which means resupply opportunities become more common for everyone. In previous games, having separate health and ammo sources often meant searching for the specific resource you needed.
This is less of an issue in coordinated squads or when playing with friends, but in public matches you can't always rely on having an Assault player nearby or teammates actively dropping ammo. Splitting the bags would likely make resupply less consistent and place greater reliance on class composition.
I'd also like to see more class skills that are passive and less reliant on score.
I understand the appeal of score-based traits. They likely exist to reward active play and give players a sense of progression throughout a match. However, I think passive abilities do a better job of reinforcing class identity and providing consistent value.
One downside of score-based perks is that they can create a snowball effect, where players who are already performing well gain additional advantages while those who are struggling benefit less.
Passive traits are predictable, always available, and allow players to focus on playing their role rather than building score to activate their class benefits.
I'd personally like to see more emphasis placed on class identity and less on temporary score-based bonuses. Maybe a score based for the last tier?
Overall, I really like the class and think it brings a ton of value to any team.
(will edit and post more if anything comes to mind).