Here are a few of mine, dealing mostly with how to use buildings properly:
I would say one thing about crouch running, if you are using it to be able to go from prone to prone as fast as possible it is a VERY good thing. As the gunner, it is the fastest way to move and still be ready to shoot as soon as possible. Just make sure not to go more than 10m at a time before you drop to catch your breath and spoil their aim if they were trying to lead you. Wait for him to shoot, then go while he reloads or re-aims. Drop again if you feel like he is about to shoot (10m whichever comes sooner) and then rotate to face him less frontal area makes you a smaller target.
Also, do not weave. If you are running upright, let the sprint go every few seconds for a second or two. This helps conserve stamina, and also throws off anyone trying to calculate a lead because you keep changing speed, rather than direction. Turn to face the direction you want to go while prone and use sprint to start running. If you decide to keep running and not go prone, like running into a building, press the crouch key and it will change to the upright stance and you won't go prone when you stop.
If I am gunning, what I do is travel around fully upright whenever I feel less threatened (the "rooms" thing I talk about in my other post) but then start using the prone-dash-prone method of moving if I think there is a possibility someone may have a shot at me. This means I conserve stamina as much as possible, cover as much ground as I can as quickly as I can, and still be as safe as I can. No matter what class, if I am in a dangerous "room" where it is not only possible but likely for me to get hit, I will do prone-dash-prone.
Otherwise, all very sound tactics. Good post.
One of the weird things about gun fights is that they can be counter intuitive. If you are running in the open, because it is so hard to lead, you can be safer than crawling or being prone. But if you mix it up, you are safer still.
If he's some distance away, and you can see the muzzle flash or dust from the shot, you may have half a second to shift slightly and make the bullet miss. You see the flash long before the bullet gets to you if it is far enough away. If it's a long range MG shot, I will usually wait for him to START firing and then run. If his first round misses, I won't be there any more for the rest. If you let him fire and try to wait for him to stop, he will kill you.
His own muzzle flash and dust can obscure his vision enough so that if he fires a long burst at you and you were prone in the middle of a field, by the time he stops firing you could be behind a wall 10m away and he has no idea where you went.
These are some of the things many gunners are complaining about, they just don't know it. They think that the fact I got up and ran proves that "suppression" doesn't work, when in fact what I did is prove why long bursts don't work. I used a weakness of the gun against it. If he's firing wild he can't see, hear, move or aim properly. He is essentially suppressing himself for me. I will be suppressed, and so will the gunner, but when it clears up for both of us, I will be gone and he won't know where.
Actually, this is why realistically accurate weapons are good for everyone. When you introduce a random "deviation" you actually make it harder on the guys being shot at. If I know the weapon is accurate, and that he is aiming at me, if I move, I know he will probably miss me. If the shot has a random deviation added to it, even if the guy is the best shot in the world he may still accidentally hit me because the bullet flew wild and went where I moved to, instead of where I moved from. It becomes more random chance and less skill from either player. May as well just take turns RPG or RTS style.