1) Manual bolting and reloading. In just about every FPS, when you've fired the last bullet from your weapon, you automatically reload the weapon. Could this not be the case with TW? I'd like to see all reloading toggled manually, with all weapons. As for bolting, manual bolting's something I would love to see . . . perhaps it'd be something you can disable/enable in the settings, like with Verdun?
2) No jumping, no swimming. None. Jumping with all that gear would be hard as hell, while swimming should be a big no-no. You should also be able to drown, a fate that befell all too many paratroopers on the opening day of Overlord.
3) Lots of small, fluid movements. In TW, I'd like to see similar movements to those of America's Army Proving Grounds; Q to lean left, E to lean right. While running, toggling crouch should result in you sliding into a crouch. In a similar way, while running, toggling prone should result in you diving into prone. Not just coming to a dead stop and going into a crouch or prone. Going up to a low obstacle (so long as it's not something sharp) and pressing SPACE should result in your vaulting over that obstacle. With any obstacles above waist height, pressing SPACE shoud result in your climbing over that obstacle, so long as the obstacle isn't higher than your chest. Small things like this add a lot. The running animation in Red Orchestra 2 - where you hold your weapon with one hand - is great.
4) Realistic movements and speeds. A little redundant, but I'd like to bring this up. The movements in Verdun, for example, are awful. Those in America's Army Proving Grounds are awesome. So, unless you already have realistic movements in the bag, I would highly recommend taking a look at those in AAPG; everything from general movement speeds to realistic movements, such as the animation for strafing when prone.
5) Barbed wire dealing damage. In a lot of FPS games, you could hug barbed wire without taking any damage. I hope this isn't the case with TW! Stepping in barbed wire should result in a brief animation, where you pull your leg from the wire. A minute amount of damage should be sustained as well.
6) Multiple ammunition types for mortars. Not AP, but rather HE and phosphorus (smoke) rounds would be fantastic. Phosphorus rounds would be great for supprting advances. On the whole, I'd love to see multiple ammunition types for whatever vehicles/weapons this applies to. You already have this with the No. 1 Mk. III Cup Discharger, having No. 68 grenades as well as Mills bombs.
7) Large matches, lots of players. How many players do you think CryEngine 3 will be able to support with TW? Just more than H&G's eighteen on eighteen, please, because that's just sadistic.
8) Three dimensional voice chat, like that in Rust, for example. This would be realistic, and would help to immerse you in the game.
9) A Radioman/Funker class, equipped with a radio, the Wireless Set No. 38 Mk. II for the British and the Feldfu. b for the Germans. Having radios means having three dimensional voice chat, and, of course, no text chat. Basically, a Radioman/Funker would be able to use his radio to communicate through voice chat with other Radiomen/Funkern and anybody using a radio. I say "anybody using a radio" because I think it'd be neat to have a static radio or two in different places around the map - a bunker, for example - which anybody can use. Of course, whether you're a Radioman/Funker or another class, using any radio should result in you lowering your weapon (and putting the headset on, when using a static radio) and raising the mic. Whenever you transmit, your character's finger could hold the transmit button on the mic in the game . . .
10) Cooking grenades, corner throwing grenades, grenade proning, throwing grenades back . . .
11) Realistic deaths. You get shot, you don't just drop dead. You stagger onto your knees, then collapse onto the ground. You stay standing for a moment, then topple over. You're flung backwards onto the ground. I don't want to just drop instantly and crumple into a heap of shame!
12) No killcam. When you're killed, your vision should blur and fade.
13) Kick votes. You can start a vote to kick a teammate from the match. This would help deal with teamkillers, and anybody spamming the voice chat (assuming it's implemented).
14) Physical compass and map. Rather than toggling the map and having your character unfold a map, how about you toggle the map and your character unfolds a map and takes out a compass? Holds the map with one hand, and the compass in the palm of the other? I just think having a physical compass would be neat . . .
15) Realistic wounding system, one that could incorporate a Medic/Mediziner class. One bullet to the head should be an instant kill. One bullet to the torso should be an instant kill or a severe wounding, depending on ballistics, range, and weapon. One bullet to the arm should be a serious wounding, as should one bullet to the leg. A bullet wound should trigger bleeding, as should a shrapnel wound, so long as the shrapnel wound took around a third of your health; thus, a shrapnel wound that took less than around a third of your health would not trigger bleeding. At full health, you would bleed out in around ten minutes. The lower your health, the faster the bleeding. When bleeding, you should be able to hear your heartbeat, as there won't be a health bar to let you know otherwise. When your health becomes low, the edges of your vision should begin to fade.
One bullet to the arm should result in greater weapon sway and slower running, one bullet to the leg somewhat greater weapon sway and no longer being able to run. For all wounds, your vision should blur with sudden movements. A Medic/Mediziner class would have bandages and morphine. Bandages would stem bleeding to almost nothing, while morphine would decrease the effects of wounds and remove blurring vision. Bandages shouldn't degrade at all, however morphine's effects should wear off after several minutes.
Thoughts?
I could name others, but this list is long enough . . . I apologize if it's a bit much. I hope you'll consider the things I've mentioned.