Excellent post. I hope that keeping the discussion in this thread mature, well thought through and constructive will force TWI to sit up and take notice.
In addition to the OPs points (with which I cant find anything to disagree with) I'd like to add some things I think need changing.
Injury/Stamina Management, Sway and Movement
The game allows for injuries to certain parts of the body, but so far these seem nothing more than cosmetic. The game also models sway, but only a minute amount. I suggest we increase the sway for weapons based on stamina, so if you've just sprinted across half the map, the sway is a significant factor in aiming your shots. Make holding your breath drastically reduce the sway, but have it also based on stamina; if you are tired and breathing heavily, you cant hold your breath as long before needing to take a deep breath and lose your aiming concentration somewhat.
Incorporate damage to sway and movement too. If you get hit in the arms, make the weapon either sway more, or jitter about in unsteady hands. Perhaps make the sights drop downwards more, to replicate sore or injured muscles trying to support the gun.
For leg injuries, I would suggest NOT decreasing the standard running speed as in RO1. Instead, reduce just the sprinting speed and the total stamina level. Also, as the new engine supports head bobbing, perhaps make it more pronounced as you move, to replicate a slight limp in one leg. This way it's not like RO1 where a legshot slowed you to a crawl, but it's enough to have an impact in the way you play. You have a blatant visual indication that you are injured which might make you think twice about moving across open ground, or your own survival.
Bandaging
To me, this feature doesn't seem to have much point in ROHoS. It happens to quickly, and you have to do it within a certain amount of time, or you die. So if I run across an open field and take a bullet in the arm, I have two choices. Stop in the open to bandage and get shot again, or, carry on running and die from bleeding anyway.
In CQB it's just as annoying, but for the attacker. Open up on an opponent, but they bandage in a few seconds flat then just fire back. So even when you've got the drop on someone, and the situation should dictate that you are the winner, this mechanic allows them to turn what should be an un-winnable situation around.
I feel it would be better implemented if we could incorporate the above damage/stamina/movement model changes and make bandaging an option to reduce the effects of non lethal shots to your limbs. Make it take longer as well, so people don't feel inclined to stop in the middle of a firefight and do it.
Communications Rose
This works well but needs some improvement. The best option I think is to make the second tier of command buttons smaller and all on the same side as their master button.
For example. At the moment, if I want to request smoke. I have to hold the Rose button. Move my mouse to the left over "Support". Then, in order to click on "Request smoke", which is on the far right, I have to move my mouse out
and around the whole rose to get to it, or I end up selecting something else. Madness!
Instead, when I move left to the "Support" button, make all of the sub options appear to the left of that button too. Do the same for all the other buttons in their respective directions so that selecting commands can be done with one fluid mouse movement in one general direction, rather than making me double back on myself and risk highlighting the wrong area of the command rose in the process.
This is something which has bugged me, so I might actually make a new thread with poorly drawn diagrams to help visualise it
Anyway, those are my key thoughts. Any constructive input welcome.