Since killing and damage dealing is quite straight-forward attribute present in each and every single shooter-title ever created (duuuuh), stuff in tutorial considering that should be kept in simply basic mechanics like imporance of hipfire and mobility. Like tutorial atm does do in conjunction of the Assault course, latter where you even get visibly punished for things like aiming down sights and crouching.
This is why I don’t see need for Assault, nor even Recon class tutorial, as those classes are focused on damage dealing. Arguable on latter, but as long as abilities are present, people usually get the urge to try them out = noticing Recon abilities are mostly free wallhacks = there you go, foundation for learning them is set. Not much tuto needed.
However just like tutorial now does, it runs player briefly through very basics of Fire Support and Medic roles, which are something not very heavily present in today’s big game titles (least in same form as in DB), hence they have to be taught. Like Montiel said, very basics are good to be present but not any too advanced as that would clutter new player’s information sensors
They’ll learn eventually.
Game is also heavily revolving around objectives, so Engineer tutorial is definitely needed, mere repairing of a generator with yadda-yadda in background wont suffice. Objective mechanics being something also not so often seen in other titles.
TL;DR = Very basic stuff only in tutorial (not WASD, but game-specific ones like reviving etc.) to prevent info-bloating newbies. Also only stuff that are very DB specific, Medic/FireSupport/Engineer, as Assaults and Recons are something not extremely required and something whose role is more familiar from other titles already (arguable in Recon’s situation yes).