I think they shouldn't eliminate that class (AT nades/ satchels, not the AT rifle), because you're really talking about the engineer. The engineer's task is also to blow up objectives/ clear new routes of entry into objectives. That is a rather vital task, if you ask me, and the capacity for carrying it out should not be removed.
Limit, yes. Not completely lock out. Same goes for the already mentioned SL issue. My minuscule suggestion is to have 2 (example, but probably not more than 3) full squads open from the start (SL and all the special roles and riflemen) and the rest of the squads closed, apart from the riflemen positions. Then as the first two squads become full, the third one is open (SL and special roles are unlocked). Once the third fills up, the next one opens, etc.
The trick is, riflemen would always be open for all squads, so you would never have a situation where you have no role to select because none are currently available.
A variation on this would be to apply the closing mechanic only to SLs, while having all the special roles across all squads always open (up to the limit suitable for the current number of players on the server).
The thing has been suggested already, I believe, and I see it as something that would go a really long way towards further improving the situation. Are there any cons of such a solution? I am not aware, but if anyone happens to think of any, please share.
Cheers. :IS2: