I've seen maps where people wanted satchels for destroyable objectives, but didn't want a dedicated saper class (so there was shitloads of satchel spam) so they would make slow spawning satchels at certian points. The biggest problem was that the satchel would be skinned initially on the ground as a panzerfaust, but so what?
Couldn't the same be done with nades..there could be a nade rack with say 10 slow spawning nades. If a team initially ran out and spammed all their nades, they would go a minute or so with absolutely no nade spam, which allows the enemies to bunch up in cap zones and such (large tactical disadvantage.)
Basically the system would be so that the majority of the players would still get nades, but they couldn't use respawning to get an absurd amount. Furthermore, it would not give a certian class an advantage (nobody would be rushing for a slot just to get the nades.) It puts the nades in more of a resupply shelf, instead of people looking for nades from dead guys on the front lines.
It would also make it more likely that people who knew more about the game (and thus imo are more likely to use and less likely to abuse) to get them. Also, if they were put slightly out of the way, people would only get them for the tactical advantage, not the spam.
The reason (IMO) that nades are spammed is quite simple. They are the only weapon in which you can keep a high level of mobility while still having accurate long range firepower. Think about it...the reason both teams spawn nades in the first 20 seconds of Basovka is cause they both need to get in the cap zone right away, but if nades were removed the sprinters from both sides would arrive about the same time and neither wuold have a chance to return fire before a melee ensued. With nades, you are able to mantain the same speed heading for the trench while still clearing out the enemies heading there.
In many cases, the reason nades are spammed is cause of poorly placed spawns/cap zones. The defenders need to stop an early cap (in situations like Basovka) so have to get into the cap zone asap, while keeping the offense out. The offense wants to get an early cap, and must resort to nades (almost as much of a counter to the defensive nade spam as because they actually need to.) Because they are slightly out of synch, one side is always spamming to conter the spam just from the other side, which results in the first objective in Basovka being a never end spam nades as you run to trench.
There are obviosily a lot of causes that lead to nade spamming. They are not the same as in AA (in which you can take out half a team by luck, which when everybody gets one life insures a win) and in CoD (in which their huge distance travelled means you can find a place you will almost always get a kill, and they aren't that good later on cause of the fast paced moving of the game.) The reasons are much more tactically complex then CoD, while much more subtle than AA. However, as the game stands, nade spamming is a type of dominoe affect thing that once one person does it, its not long before EVERYBODY HAS TO DO IT if they want to have any chance of winning. This is due primarily to the cap zone system being based purely off numbers of guys in the cap zone (where if you need to gain a quick slight numerical advantage, spamming nades into certian areas is about the only way to do it. Otherwise you have to hunt down a enemy, in which case you die more often than not...or you have to open somebody comes in time, which is rare.) If you throw a nade in a spot where 90% of the time people hang out in, you often tip the tide of a cap completly in your favor.