I may be a little late with my two cents, but I guess I'm still in time since no changes have still been made.
The objection seems to agree with the fact that random T1 weapons and forced grenades should go. I couldn't agree more.
Talking about the perks, I think you guys should focus on making perks that:
-Are broad enough to be used differently with different playstyles;
-Improve aspects of a certain role (DPS, healer, utility) in a different way than usual.
For example:
+2 grenades. Grenades are +25% more powerful.
Assuming you can choose what grenade to use, one could have 7 medical grenades to be a more efficient healer, or 7 freeze/stun grenades to disable more zeds throughout the wave, or 7 frag grenades so that one could throw them all at once and killing themselves with the splinters. Girls love that.
I personally think Leadership could make a comeback in this perk. Remember the +10% reload speed for the team that the Commando had? The Survivalist could have something like:
+15% reload speed for you, +10% reload speed for your team.
Again, this could be used in many ways. A surv/medic could pick up this perk to buff his team, a close-quarters survivalist would definitely consider it, along with a demo/sharp, safe-distance one.
However, some perks need specific bonuses in order to work decently, like the zerk and the medic. I personally think we could do with some passive bonuses for those two, like the present 25% damage resistance along with something like a 25% healing boost.
Best of luck with the tuning of this perk. It has great potential, but it probably will take a while to get it right.