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Drafting
How about the ability to only change the Merc load out cards?
— I have had a few times where I select fragger or Aura BUT I want to change the card layout and not the merc…
Round Change or whenever change…
This suggestion is based on the assumption of enough valid and ballanced mercs. If those won´t be provided this suggestion will need some adjustion (for example with both teams being able to pick the same mercs) or a draft system as a whole won´t be possible.
I would like to see every team have 1-3 bans, followed by a draft where 7 (± some) mercs will be drafted by both sides. Those mercs then will be available for the entire team to pick, but with restrictions on specific mercs, that will be available only for one person at a time.
I would really like this system, because it would allow to tactically cut the enemy of some possible options, and counter the remaining ones with own picks and by that adjust to the enemy (what is allways good :>), mostly giving the draft a reasonable function and add importance in decision making on that part of the game like pixel also suggests it, but at the same time don´t cripple the gameplay. At the same time any research on the enemies would make sens, since knowing that your enemy has a player who can play merc XXX exceptionally good will actually help you.
Locking specific mercs on any player, forcing them to play them for the entire game, sounds for me like the biggest game braking change you could possibly do. It would basically increase any snowball potential by a 1000 and remove a lot of clutchness for some decision making during the draft mode, what isn´t even close as exciting to watch or to play I think. That is just my perspective, for someone who knows how a properly balanced objective game play evolves around picking the right things according to the game progression as well as individual objective progression. And no I am not talking about obvious decisions. I explain such clutch creativity and clutchness of a decision in just a single deffending scenario:
You have 2 seconds to respawn and need to decide if you need 1 or two engineers in order to defuse a plant in time while taking into consideration the fact that there are some enemies at the objective you need to fight as well. What you also need to take into account is that you need to take care of the reinforcements that may be on the way allready, so maybe you should go with one engineer instead and hope that he can do it in time, in order to get the weapon power needed to certainly take back the objective area AND hold off the following wave.
So there is very well a lot of choices you need to do, that actually win or loose you the game, and it needs a smart game understanding person to actually figure out the right thing to do, in order to decide properly according to the short therm goal (defend the specific objective in that case), the circumstances (how many players are alive? which classes do they play?how healthy are they and maybe even how skilled are they?) and the game progression overall (can we hold the objective if we pick those classes, even if we defuse it? do we have enough time to defuse it? should we maybe give this one up an fall back to the next one and set up defense there?). I know that there are no class specific objectives but you still have people who can defuse faster or slower and also need to find the right mix of gun power etc… All of this decisions need to be made on a regular basis, and that in split seconds. So please stop spreading the idea that those decisions being easy and obvious, just because that is what you experience in pub play. And since we obviously talk about matchmaking etc, there is no way of telling me now that it´s about the noobies ;).
Obviously you could balance the game around it, so that it would work out as well and even be fun. So even without arguing about which way is more fun, when you actually can have the dynamic class changes during the game, and a working draft mode at the same time it would be a nobrainer to get rid of one of them for almost nothing good in return.

