1. A few audio related improvements.
1a) Relatively minor but I want the deafness when you die to go away. I think it was added as a band-aid fix for people shooting your corpse in the head over and over to spam the headshot sound. Patch 1.09 has "Fixed an issue where the audio for shooting a helmet would play incorrectly when shooting a dead player in the head" implying it's been fixed (At least for the shooter. No idea about the guy being shot, I've shot a few corpses in the head and the helmet ding is gone at least from my POV) and thus the muting is no longer needed. In the "old days" you could hear EVERYONE around you screaming after napalm hits as you go up in flames, now when I get shot I can't even hear my own character dying, as before my ragdoll has even hit the floor all audio is muted pretty much instantly. (Like you hear for about a fraction of a second and bam no audio until you hit the respawn screen.)
1b) Hitsounds for helicopters. Patch 1.08 claims they were added but they are either too subtle or not working. If I can clearly hear bullet hitting flesh or helmet from 200 meters away, I should be able to hear bullet hitting metal 200 meters away. The hitsounds are nice feedback so I know my bullets are actually hitting, and if I'm on a DShK they would be a major help so I know I'm tracking/leading correctly.
1c) Radio effects for VOIP. Patch 1.06 claims they were added but they're either too subtle or not working. Would increase immersion greatly if people sounded like they were talking over a radio, helicopter pilot would have a different effect (maybe subtle beeping in the background if seriously damaged, etc.)
2. Character customization improvements.
2a) Dirt slider so you can choose if you want a dirty or clean uniform.
2b) Ability to select backpacks for US. I know some people didn't like it, but having it as an option similar to north's back-foliage would be nice. I miss the backpack full of ammo belts for machine gunner.
3. Helicopter damage model improvements.
Currently helicopters feel too sturdy vs anything not an RPG. Unless you hit the engine or pilots you're doing almost zero damage. The only thing that can destroy the tail rotor is the RPG or a collision. (Those requirements for the entire tail boom are fine.) Code wise (alongside testing with a friend on an empty server) it seems the main rotor and tail rotor need a "Critical weakspot" to be hit to destroy them entirely. Main rotor has a jesus nut hitbox, which obliterates it with one DShK shot or 6 mosin bullets from testing, while the tail rotor lacks one, making it indestructible even if one dumps 10 DShK belts directly into it. (However, both the main and tail rotor still "accumulate" damage so even if not destroyed, you can reduce enough lift/anti-torque to the point the helicopter starts to spin or can't stay airborne.) There seems to be code support (and I've seen footage of it happening only twice,
once from an RPG, once from a
collision with ground) where individual blades on the main and tail rotor could break, but I've never witnessed it personally ingame. Having this type of damage possible from enough gunfire would be a good way to "buff" the north vs helicopters. Especially from the DShK, as it fires anti-material rounds IIRC and it realistically should do significantly more damage than it currently does when firing at a rotor's blade grips, mast, control rods, etc.