Recoil every time over spread.
One of the big issues with spread based mechanics in objective orientated stopwatch style game modes is how it’s implemented related to movement.
On chokepoint style maps (all of RtCW, ET, Brink and quite a few sections of ETQW, mainly the last objectives) the defending team has a massive advantage (positioning, cover, less recoil while crouched, easier to aim while not moving, small area to cover with aim, easier medic revives, the list goes on and on).
The attacking team really needs no / very low spread while moving, jumping, sprinting like a maniac etc (generally being as unpredictable as possible to avoid easy headshots) to help overcome these advantages to be able to break through that point. With spread while moving, the gameplay eventually boils down into a slow paced, cautious, cover based tactical shooter style being optimal (with respawn times / locations / open maps with many flanking routes used to balance objective A vs D), or a CS style strafe, stop, strafe stop (with very low / instant spread refresh times). While both are fine, I much prefer the frantic arcade style with your team bursting through a chokepoint on mass with high speed fluid motion that I so loved in RtCW / ET.
Multiple weapons choices also really muddies the water, where the outer D and inner D’s can choice the weapons to best suit the areas they are defending, while the A team has to choose either more generic loadouts for both situations or go specialised, reducing their effectiveness.
Call me a traditionalist, but the trend of throwing loads of weapons into games as well as creating a nightmare for map / team balance once the tactics / strategies develop, also imo takes away some of the raw movement / aim skill aspect of a FPS.
Rather than both sides being on an even footing in a firefight (MP40 vs Thompson), the rock / paper / scissor / hard counter style of weapon balance means that no matter how well you played, if your opponent is at least semi decent the weapons involved will ultimately make the difference rather than the skill level of the players. Makes sense in tactical cover based shooters, but imo less so in arcade ones.
To be fair ET / QW did this balance very well, some variety in weapons, but the advantages / disadvantages of having the wrong weapon for your situation were generally not too severe in most cases.
Recoil’s a different and closely related subject that has a lot of effects on gameplay, but this posts long enough already!