- TTK -
400/600/800 as the universal health for Lights/Mediums/Heavies. I would also add an increase to secondary weapon cooldowns. Current cooldowns are fast enough to commonly use secondary weapons two times in a typical 1v1 fight. I'm sure being able to burst down up to over one-half of a Light's HP and up to over one-third of a Medium's HP in about three seconds is a huge contributor to the too-low TTK.
- Air Combat -
Air movement and shooting speeds/mechanics work exactly the same as ground movement and shooting speeds/mechanics. Hovering still uses fuel. Since air combat now works exactly like ground combat with the exception of hovering still using fuel, this should make flight a viable option while still having land as the preferred engagement plane.
- Technician -
Replace sticky healing beam with a sticky damage reduction beam. Remove self healing from the red beam. Keep healing on the green beam, but reduce it to current orange beam levels. Since the Technician's only healing is now weaker, on a short timer, and on a cooldown, this should make the Repair Torch only useful for spot healing. Overall, these changes should allow the Technician to retain its support role while eliminating its most dreaded effect on game play - Constantly removing player progression.
- Radar -
Change enemy detection and tracking from a constant type to a sweeping type.
- Orb Lords -
Reduce total health gained from player-dropped and item-dropped orbs. Remove stacking healing from multiple orbs. Having more viable Internal options will also help. For example, there aren't any Offensive internals besides Failsafes. And while there are multiple Mobility internals, the Air Compressor beats them all by far (though making the AC universal like what I implied in Air Combat will fix this.)