It feels like the thousandth time since 2012 where i've had to re-iterate this, i want to remove sprint because it impacts the mechanics and design of multiplayer in a way i find unenjoyable, not because of nostalgia.
Oddly despite Reach having a rather powerful sprint mechanic, it's the least obtrusive to the experience, why? in Reach AL, jetpack (and in 2011) evade kept it in check, aside from armour abilities, 1 deviation, it was a Halo game. In 4 there were loadouts and personal / global ordnance, sprint was infinite and always with you, you had an armour ability on TOP of sprint. With 5 the other abilities augment and empower sprint despite the nerfs.
The beauty i find in Halo is the creativity of its gameplay and how situational it is due to the 2 weapon limit. In pure arena shooters like Quake and UT since all are available it feels like a game of keeping momentum, and playing optimally / perfectly. With Hero shooters it's how you implement your chosen character into the game, your character defines the parameters. With tactical games like CS team co-ordination and intuition seem key.
How does sprint, ordnance, loadouts or abilities negatively affect what i find desirable in how Halo plays? In CE, 2, 3 and Reach with no AAs the power was on the map, the map fulfilled how you wanted to play, you figured out what it contained and played around it, the map geometry was more crucial to success. Sprint and abilities set the tempo and are inherently powerful, the game plays around the abilities not vice-versa. In classic Halo the map and what was on it defined the pacing, tempo, intensity, strategy, aims. Games were more dynamic as they could be frantic or dead still, only at high level or a big skill disparity do i feel 4 or 5 offer that. The abilities set a static pace, defines what is optimal, the game feels bland because it feels monotonous, the maps void of personality even when they do aesthetically look unique. Loadouts or ordnance either introduce uncertainty, randomness or both, something i find antithetical to Halos more sandbox, readable gameplay.
I empathize that people what more complexity in movement, but as i have also said hundreds of times, why not experiment and get creative with on-map pickups and map design itself.
More verticality, more asymmetrical maps, odd or inventive gametypes, evade/jetpack/hologram as map pick-ups, grav-lift as nades, grapple hook or a gravity gun, speed or momentum gates, teleporters. By removing the power off the spawn and onto the map the maps become more unique and the gameplay becomes more dynamic. As for movement off spawn i'd go the mario 64 approach, don't add gimmicks, give players more accuracy and fluidity to the movement controls, and the movement pick-ups, something i feel Reach has done better than 4 or 5, especially regards to vehicles and abilities.