Tokamak has a point here, we can see the emphasis that has been placed on command posts in some of the video footage we have been shown, where they are objects that can be hacked, attacked and defended (and hopefully, booby-trapped?). Many of the objections and solutions raised to the traditional spawn-wave model have not only been based on the ET:QW/W:ET model, but also fail to recognise elements of what we have learnt about game-mechanics in the current build.
The fact that a command-post can be hacked by the enemy team emphasises its importance in the game mechanics. If we can simply change classes while in respawn-limbo, the command-post becomes pointless. Likewise, because of changes such as interrogation, where a downed player becomes a potential asset to both the enemy team and his own, the use of /kill will likely have to change, according to the new gameplay mechanics we have seen in videos. Simply put, if a player can /kill to deny an interrogation or change classes while in respawn limbo, the importance that we have seen the devs place in interrogation and command-posts becomes almost entirely negated.
Personally, in terms of /kill, I have never much liked its implementation in previous SD games. Used in order to join a new spawn wave it becomes a useful and accordingly justifiable shortcut, especially in competitive games. It can be tactical, and is therefore used as such to ensure more competitive players can restock as they like, and time spawn-waves, but like any shortcut/exploit it bypasses game design to benefit the player.
Its never going to be an issue that everyone is pleased about, but personally I feel that the drive to be more competitive, or at least as competitive as everyone else, can starve a game like Brink of its breadth of experience, and of the freedom to play it the way I like, rather than the way that is most competitive. This results ultimately in a shallower experience, to my mind at least. I’d rather that the need to /kill was designed around, rather than shortcut through, which is the path I believe SD are taking anyway.