-Option for 1st person perspective for all gameplay, including (especially) operating vehicles.

-When using night vision, crosshairs--whether enabled in HUD settings or not--are replaced by the bright, circular glow of an IR illuminator. Also, 1st person aiming automatically switches to looking at the laser, rather than through the optic. This will make it more like using a firearm with NODs in real life. Take your cues from games like Escape from Tarkov, Arma 3, and the new CoD:MW-->See also: gun feel and gun sounds, RE: CoD:MW... Something's gone wrong when Call of Duty is completely slaughtering Ghost Recon on the tactical realism front)

-Gunsmith from Future Soldier, but bolstered. I want to be able to tweak my gas block, use offset ironsights and stacked RMRs, put a *******ed ACOG scope on an M4A1, swap out triggers, change my buttstock--weapons with collapsible stocks, like the 553, should be able to be toggled on the fly for different handling characteristics, similar to the way we can toggle multiple zoom levels while aiming with optics that have such features.

-More realistic gun animations to assist no HUD/limited HUD players in knowing what behaviour their equipped weapon will exhibit when they pull the trigger.
Examples: character actually moves hand to trigger mechanism of UGL when it's enabled, and pulls said trigger when firing a 40mm round; character flicks wrist to toggle for selector when switching between firing modes.

-Speaking of more realistic gun animations, 2 different reloads: tap the reload button to quickly drop the mag, reloading faster at the cost of any rounds that remained in said mag; hold the reload button to retain the partially spent mag. Tapping the reload button on a full magazine should initiate a press-check animation; holding it should swap the mag and "top off " the ammo capacity with a +1.

-Give us the option to choose a default firing hand, for the lefties out there. Place and orient the pistol holster for left-handed firing when applicable.

-Let players choose where to holster their sidearm. Make the cross-draw vest functional, and give a concealed-in-small-of-back option as well. Remove pistol holster from pants when one of these options is selected. Sidenote: Pistol magazines on either chest rig or utility belt should *always* be facing bullet tips in.

-Take all the in-game firearms to a long-distance firing range for a few weeks and chart their ballistics. Base bullet drop characteristics for both realism mode and the main game on these findings. Measure the ballistic energy of the rounds fired by each, and base damage/penetration models on those findings. While you're at it, record the suppressed and unsuppressed sounds of all said firearms. Replace the current gun sounds in Breakpoint with those newly recorded sounds.

-Get rid of the suppressor damage penalty, completely. This is not a real thing. There are *tactical* reasons to go loud.

-Conversely to going loud, suppressed weapons aren't actually all that quiet. Some weapons should be more audible when suppressed than others. This, too, should be based on quantifiable, scientific, real-world findings.

-Functional weapon slings instead of the magic backpack.

-The option to unequip *any* weapon slot. I should be able to start with just a knife if I want. Also, bring back the ability to pick up (but not modify) any enemy's weapons on the fly and use them. These could both lead nicely to a capture and escape scenario in future DLC if you all are so inclined.

-Either copy/paste the magazines--or ammunition in the case of magazine tube-fed shotguns like the M4 and the KSG-- to the character's chest rig, or better yet make the mag pouches a seperate selectable cosmetic, and put every mag in the game among the included options, including different types, (standard M4A1 mags, Pmags, all stick and drum mags, etc)

-Give us a CQC holster, and let us decide where it goes. When we use a CQC, the animation should include drawing/re-sheathing our knife. Please also give us truncheons and tomohawks as CQC weapons.

-Make the LAW rocket launcher occupy a weapon slot, instead of being a gadget that disappears completely when not in use.

-While we're still talking about functional gear, instead of having a skill for night vision, give us the ability automatically when we find a set of goggles (see also: the parachute). Allow us a way to set and reset our preferred vision mode so, for example, we don't have to go through night vision to get to thermal when about to enter a cave or dark building in the middle of a bright and sunny day. Speaking of thermal vision, if for whatever reason our goggles aren't already flipped down when we enter thermal vision--like if we have thermal set as the aforementioned preferred vision mode--they should flip down. The glitch where I randomly lose night vision and go to thermal only would be significantly less frustrating and immersion-breaking if the goggles flipped down everytime, regardless of vision mode.

-while we're on vision modes, I'd love to have the magnetic one from Future Soldier.

-Functional camo and weather gear. Stealth bonus with Gillie suit when in florae-heavy biomes. Gillie suit should include a headpiece that fits over any hat or headgear, including helmets with NODs.

-Options for full survival mechanics.

-Effects of injuries should persist at progressively decreasing levels as the injury heals, as opposed to, say, the character ceasing to limp the moment they put a bandaid on their massive shrapnel wound.

As a sidenote, I wanted to thank you all for the effective bug fixes that have come out so far. Please keep up the good work!