First off: Welcome to the forums! We are a fan-made, fan-run, and fan-hosted forum. If you want 343i to have a better chance of seeing your thoughts, I suggest you head over to the official site (Halowaypoint.com) and post there. Also, you may want to take a look at this article ( https://www.halowaypoint.com/en-us/community/blog-posts/how-fans-helped-shape-the-multiplayer-of-halo-5-guardians) which addresses concerns by the community and changes made since the Beta to Halo 5, along with options for players for the actual game.
I did play the beta, and as a player from back when Halo 3 launched, I have seen the game change in ways I was not happy with. In fact, I was fairly angry when I first saw Halo 5 Guardians footage. I was not looking forward to the beta as much as I would have hoped. But I played the beta, and I realized that the game played a lot like Halo 3. I don't mean to say it plays exactly like Halo 3, but the Beta felt similar to playing Halo 3 more than any of the other Halo games. I felt that clashes lasted similar times, being with teammates was equally important, moving around the map in certain ways, map flow and control points, etc. Halo 3 is my favorite Halo game, for many reasons, including matchmaking and the competitive scene. The Halo 5 Guardians Beta felt like old school Halo 3. It is a different game, and is different, but it felt like I was playing Halo 3 again.
1. The Announcer has been addressed (see the above article for more specifics). In Halo 4, and in Halo Reach, there was the load-in screen, when you were choosing loadouts. Announcing which gametype is standard, although yes, the cutscenes were a little too much. These were also addressed in the article. The announcer has always been more and more vocal over the course of the Halo games. I really didn't have a huge problems with him while playing the beta, but more of the Spartan chatter (which is an option, see the article). I found the weapon drops helpful, but they are not as necessary. I think they would be best just announcing (if at all) about ten second before the weapons drop. I think the vsual during the last five seconds was more than enough.
2. Post-death replay will be an opt-in feature (see article), if it is allowed in the gametype or playlist. All competitive playlists, and eventually most in Halo 4 removed the "kill-cam."
3. In both Halo 4 and Halo Reach, if you just tap the melee button from behind, you do the standard Halo 3 instant kill. It is the same way in Halo 5. I agree though, the times for the epic animations do take a good deal of time. I rarely used the Ground pound ability in Halo 5, unless I had to come in strong. It's something that is a new skill. You have to know how and when to do it, and when not to. It really didn't affect the balance as much as I thought it would.
4. I disagree with this. The "jetpacks" and crawling are needed in Halo 5. You see, this is the new skill jump. If you don't, you can't make the jump. This thing is, these abilities do offer a new set of skill jumps. If you learn not to use them, and learn secret jumps, your movement becomes much like the skill jumps of old. A lot of players depend on the booster to make jumps because they don't time it right. Therefore, they don't have it when they reach the other side and get in a fight right away. But if you know how to make the jump properly, you will have your abilities, and have an edge on your opponents. What I found is if you knew how to jump and use the tactical movement properly, it was equivalent to knowing the skill jumps in Halo 3. The main purpose of the thruster pack I found was a strafing tool. If used properly, it was like crouching while strafing, or moving back and forth. It was a new dynamic to the game, that mainly was used for strafing in the community. The people who used it primarily for movement put themselves at a disadvantage, which was taken advantage of my more experienced and smarter players.
5. I agree to a point with this. The spartan pound isn't needed. However, this being said, it isn't as powerful as it looks. It takes too long to use, as you are a sitting duck to any player who sees you use it. If they have a good angle, you don't have shields by the time you hit the ground. If you use the pound, you need to have both the proper angle and time to pull it off. Most times people were well out of the way when you finally came crashing down. It is very loud, if you are listening, you know to clear out before someone comes down. It also barely does any damage if you miss. If is only a kill if you hit someone head on. If you get a glancing blow, it may send them down to half shields. By the time you pop back into your normal mode, they typically have a beat down in on you first, which means you have one chance to beat them. It's hard to use properly and effectively. I found most of the time it was better just to run in normally, get a beat down or two in, and stick to the edges of the combat. If not, then it was to flank around the other team and get them from behind or the side.
I completely understand your concerns. I had many of the same feelings before I played the beta. Once I played it, and put some time into the beta, I felt this is a good future for Halo. I actually believe this game is going to be much more like the older Halos than Halo 4 or other new shooters. Sadly, there probably won't be another public beta, but I suggest you try to attend a gaming convention where you can play Halo 5 this summer. I believe this is a game the community needs to get their hands on and play before making judgements. I think people will be more than happy once they sit down and play it. It looks weird and controversial, but hits home at what it means to be a Halo game.