Sorry but I disagree totally. Trying to force players to play a certain way by implementing unrealistic restrictions will end in tears, and how on earth is climbing out of a tank 'gamey'? It is very easy to do in real life so it should be the same ingame.
If you want people to play realistically then you need to reward them for doing so, trying to force people to have fun 'your way' never works in my experience.
Actually a similar System exists in WWIIOL, you can not exit your Tank, though you can always "despawn" the Tank (ain't instant though). A similar option for HoS would be nice to allow disabled or immobilized Tanks to "respawn" without having to give up the Tank.
Though i agree that on Occasion it would be nice to leave the Tank, so you'd be able to scout ahead without presenting your Tank as target (mostly on Tank only Maps). But we'd be needing Tank Exit Animations for each crewable position (2-4), in 3rd and 1st Person. And those Animations need probably be different for each Tank to not look awkward (sp?).
So with 4 Tanks your looking at 28 additional Animations at least, more if they'd animate uesage of Escape Hatches. Additionally you'd have to make the Sections on the Tank move- and damageable, at least to bring the Exit-System the same level of Detail as the Rest.
Thats a lot of work to allow exiting Tanks, also this will make creating and adding Tanks more Work = less Tanks getting added over time. People teleporting out of Tanks was used in RO:OST, but i for one am glad that Tripwire moved away from that.
P.S.
The DH Team modified the Exit System that you could only leave from the Commander Hatch while unbuttoned. So to bail a Tank:
1. Commander unbuttons
2. Commander may exit Tank
3. other Crewmember switches to Commander Seat
4. Crewmember unbuttons
5. Crewmember exits Tank
Repeat 3 to 5 for last Crewmember
This is an improvement to the RO:OST System, but i'd rather see fully animted Exits or none at all
. But that is just my opinion