...[...]4. Timers do take map knowledge out of the equation a bit. But it helps newer players to learn maps, so in a way its a good thing for building a larger playerbase. Not my favorite thing but I don't hate it.
I think they should say in the tutorial they're making that weapons have different spawn times, because growing up I thought they spawned randomly. Saying something simple in-between firing ranges like "you'll have to find your tools in the field; they'll spawn in at certain times and knowing when and where your favorite weapon will appear is key to your success as a spartan" would go a long way to illustrate to players that you don't have to run around aimlessly till you find something good.
This is especially prudent nowadays since many kids will be coming from Apex, Fortnite, and Warzone and may assume that the weapon spawns are completely random, weapon and all.
Clambering is fine. Apart from looking and feeling far more natural - it can be a skill gap penalty. You lose speed, make noise, and cannot shoot briefly... while anyone who made the jump cleanly (better timing and / or skill jump) or took a different route has the clear advantage.
I think clamber will be fine as long as the maps themselves aren't littered with "clamber only" jumps that force you to clamber, like how they changed midship in H5 to make everything too tall to crouch jump onto. I think clambering, aside from being a punishment for missing jumps, can be an effective map-making tool for creating a "less safe" route to the high ground. You could crouch jump up a few props and leap across, gun always at the ready, or you could clamber up the ledge. If you crouch jump, the enemy may get to the position first, but if you clamber, the enemy may get the upper hand in an ensuing gunfight. This choice only exists, however, if a map contains both options in the same areas.