I feel that map design should support gadgets like grappling hook and zipline to be part of gameplay loop. Gameplay also should allow entering enemy bases and have Commander resources there as well as having collapsible and repairable bridges in maps. Squad leader spawning only so having spawn beacon as their gadget independently. Then I would make fully dedicated and strong roleplay class system as of the following:
- Assault: Frontline breaching and mobility with grappling hook and zipline + UBGLs/UB shotgun systems
- Medic: Frontline medical support with health kits + battle condition boosts and revive tool
- Support: Heavy firesupport unit with ammunition supplies+fortification tool kit+field mortar with different rounds
- Engineer: Multi-purpose combat engineer with different types of AT traps+RF Jammer+EOD bot/Multi-purpose wrench (which can defuse explosives, re-utilise them against enemies and repair assets)
- Demolition: Anti-material warfare expert equipped with launchers and sabotage charges to destroy commander assets, bridges, fortifications and more
- Recon: Adept marksman whose job is to gain intel, deny enemy intel, lure & misinformating enemies and set-up anti-personnel ambushes