Like the assumption that we don’t agree with you simply because we haven’t thought about it enough?
Either buffs have a significance, or they don’t. If they have a significance it adds to the complexity of the game and has a negative impact, IMO, on the ability of teams and players to innovate (on the battlefield) as much as they would without them. If they don’t have a significance why have them?
I guess I’m ideologically opposed to any mechanic whereby any further decisions that affect the outcome of a match (beyond those we already make, like class selection) are transfered from the battlefield to the UI. At the moment a team might lose because it didn’t have the right class. That’s unavoidable in a class based game. But I don’t want to see a scenario where a team loses because it didn’t have the right buff. That is avoidable, by not adopting this idea. If, in your imagination, it’s not possible for a team to win or lose because they had or didn’t have the right buff, why waste people’s time deciding which ones to choose?
A more interesting idea is the one in your previous post, expanding class roles. At the moment we have Medic and F/Ops throwing packs at each other. That’s a bit simplistic, but it’s better than buffs because it gives players a choice (as to when they do it and who they do it to). If other classes had packs containing some resource advantageous to the team the danger is you’d just have pack spamming at spawn, and / or confusion on the battlefield about which pack contains what (the new player will either ignore them all, or consume them all), but it’s a better idea than passive buffs because at least it involves choice “in-game” rather than “in-menu” and that’s my primary objection to your original idea.


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