Valentine what I take from your post is that if Armor Abilities are in that they would be a load out initially, like weapons choice, and held throughout the entire game. When you die you will respawn with the same initial load out. The weapons choice would not include the laser, rocket, missile pod etc. I believe the Jackal shield did fail if shot repeatedly.
John you appear to like the AA's with some improvements and having the player carry night vision, or some type of standard equipment that would detect an invisible player, but maybe limit duration of use and maybe lessen other visual aspects. The sprint would be a constant and be able to be used in conjunction with the chosen AA.
Braver seems to want to make use of items that have been included in the previous trilogy in on form or another, staying truer to the existing elements of CE, H2, and H3.
At this point I like a little of each idea, of course Braver tends to fall more into my category of thinking. Consider this then: Lets say there are darkened areas in some match made maps that a helmet light, that could be switched or toggled to offer light or detect invisible players in any environment, with a limited charge that needs recharge time or could be used in short bursts. Maybe be comfortable with a compromise on the armor abilities, closer to Braver's idea. Since there would be a one time load out, as Valentine suggested, it could simply take place in an armory at the beginning of the match were your choice of weapons and ability would be a one time choice for the entire match. Have the traditional power weapons, such as sniper, rockets, laser, etc., placed at strategic points or mini armories on the map. Now I have read into and embellished you posts a little, but here is a question:
What would be the standard pickup weapons on the map, given this compromise? Would it be that once ammunition is used from the original load out you were forced to either pick up ammo from the fallen or make your way to a mini armory?