Remember kids, some things you may think are "broken" are actually just the way you interpret them and are based on opinions.
1) The broken sprint physics are exactly why we're stuck with a piss poor choice Realism's arcade movement vs. Classic's asmatic lung cancer movement. Under the present physics, the faster you go, the more capable you are of making break-neck turns on a dime, completing ridiculous zigzag manuevers, and defying gravity with superhuman speed up staircases and inclines. If the sprint physics were correct, then we could have 1 sprint speed which is both reasonably fast AND realistic, and half the conflict between realism and classic players would be gone.
2) The failure of the squad system is so obvious it's hilarious. No one uses the squad system, due to the overcomplicated GUI. There are at least 3-4 different screens dedicated to tasks which could all be completed by a single squad screen. There should be no "role selection screen" because it's redundant and counterproductive; when you enter a server it should send you straight to a revised squad screen. Your weapon is dictated by your role on the squad, so you just double click the slot on the squad you want, and you're off.
The squad screen should also double as the scoreboard; it displays everyone's score next to their name and position on the squad. This way you only need one key and one GUI screen for the majority of common gameplay functions, and all info is constantly presented in a way which encourages thinking about your squadmates and teamwork, rather than which weapon you're using and how many kills you're racking up.
This sort of implementation is not new; Americas Army did it over a decade ago, which is why it's so frustrating that TWI dropped the ball. The solution is obvious, yet TWI is so obsessed with upholding its vision of "realistic COD" that they persisted in structuring the entire "role selection" process around weapons and XP system rather than squads and teamwork.
3) The zoom system is pretty much the worst of all worlds. It doesn't accurately reflect human distance vision, because you can only use it while standing still and using ADS. This grants an unrealistic advantage to players who are camping vs. players who are manuevering. Since there is an everpresent forced ADS zoom, you also don't have proper peripheral vision for CQB combat even when zoom is disabled.
Furthermore, since ballistics are not properly calibrated when zoom is disabled, to produce 200 meter ballistics for distances that actually appear 200 meters on-screen, riflemen cannot see properly at the distances their weapons are supposed to beat out SMG's, and SMG's receive an unrealistic "buff" which is in turn countered with unrealistic damage and recoil adjustments.
This is all easily fixed by replacing the RO2 zoom system with a simple, instant zoom toggle key that works anywhere on zoom-enabled servers, and an adjusted ballistics system which provides view scale-accurate ballistics on zoom-disabled servers.
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These are just 3 examples where RO2's broken features produce stupid cyclical arguments between realism and classic players over and over again, when the reality is that both modes do it wrong and the best solution was always to fix the broken features with easy and obvious corrections, rather than split the game's flaws across two different equally-broken and divisive modes.
If all you can do is point out that it's "just my opinion", you need to pull your head out of TWI's ***, and look at things from an outside perspective, rather than a perspective that's spent so much time drowned in the midst of a moot realism-vs-classic debate that it's impossible to see the forest from the trees.
I think this is sort of a case of too little too late. Even if everything you just listed was fixed, most of the players that would want them have been gone since RO2 launch basically . Add to that, almost 2 years into the game's life making those changes is a bit late and would fundamentally make it into a different game - at that point you may as well save it for the sequel.
Exactly, the damage is done, it's too late. Maybe RS could have been treated as a "reboot" of sorts, discarding RO2's flawed way of doing things, wiping the slate clean, and implementing everything with a revised approach. But that didn't happen.
Maybe a new expansion in the future could focus on Germany vs Russia late war, stripping unrealistic prototypes like the Mkb42 out of Stalingrad maps in favor of weapons like the Stg-44 provided only on late war maps where it's realistic. This expansion could also provide a overhaul of fixes across all RO2 theaters, using the new release as a turning point to roll things over and merge the 2 broken modes into one fixed mode. Anyone who didn't like the changes could uninstall or disable the expansion to go back to the old system on the Stalingrad and RS maps, and this would require a lot less development than doing with an RO3 made from scratch.
If the 3rd expansion was successful, a 4th US. vs Germany expansion could bring in a horde of new players into the new and improved system, making up for whatever player losses were incurred from the HOS>RS>Expansion3 transition.
I'm not holding my breath though, that's all a great fantasy. As far as we can tell now, TWI is insistent on repeating and continuing the mistake of its "realistic COD" approach, rather than admit that it didn't work. Life it too short, I've got better things to do than keep playing a broken game in a vein hope that things will change.