#1 Case opening everywhere.
Players should have a way to open cases without leaving server lobbies. This could be directly implemented next to the tab entries for “New Case” in the same quick tab that also shows us our current missions.
Many players leave servers to check what they got, thus having players leave a server just for the sake to check what they got in the new case. This might not be the case with high end players who already have obsidian and best loadouts, but for the vast majority of us its a nuisance.
#2 Further level brackets for servers.
Currently we have “Max 5 level” servers and thats a good start to ease new players into the game. The thing is that after the level 5 server its a jump into the ocean. You might get matched up with mostly similar skill range people, but then sometimes you have huge gaps in the levels and skills of players.
Im suggesting a set of level caps, not only to servers but as a feature to bracket player base into more similarly skilled groups. With level groups of max 5, max 10, max 20 and 20+. This should not be done through servers only, as the search capabilities (atleast currently) do not easily allow a toggling search of certain server caps on and off.
A more robust system of tabs where player automatically gets assigned to their current level ranges tab. For example a level 11 player would see only servers from their personal level range 10-20.
To give people a level free ground of play. Another tab that would be always open to everybody should be introduced. This tab would allow all players to play in level cap free servers, where lvl 3’s could go against lvl 42’s. This way players always have the ability to play against higher skilled people if they so wish. Maybe even add incentives for loewr level players to play against high level players (experience boost to combat scores when killing a 10+ levels higher player).
#3 The big one, complete change to the loadout system.
[left]Currently the loadout cards that we get collect all the different aspects into the same package. While its cool to have a sense of luck when rolling a really nice loadout. Its also for the most part extremely annoying to get a high level card with augments or weapons that are just bad. Like turret cooldown augments for characters that are super weak (making them easy to pickoff from turrets even in head on 1v1 by a regular rifle or smg) and should be moving anyway (aura, proxy etc.). What you roll is what you get and then you are stuck with it.
What im suggesting is the dismantlement of the card into pieces. Instead of one card ruling all the aspects of the loadout, we would get multiple cards that get combined into a “loadout”…
Core card part This would be the core card where other cards are then “socketed”. This card would decide the bling level of “socketed” gear and number of available augmentation slots. Gun slots would remain same always, 3 slots (primary, secondary and melee). But that would be it, this card would not come with any augments or weapons. Those would be left open as available slots.[/left]
Weapon cards This card would decide one of the primary, secondary or melee weapons for a loadout. It would be socketed to the primary or secondary slot of the “Core card”, depending which weapon class it is. IE. player has br-16 weapon card and they can socket that into the “primary weapon” slot of the “Core card”.
Augmentation cards This card decides the augmentations in the loadout. One augmentation card of the same type per “core card” so no stacking of 3 melee damage augments etc.
Each card would be “spent” once socketed to the “core card”. This means that they cannot be reused or used in multiple loadouts at once.
Once all the weapon sockets and augmentation sockets of the “core card” are filled. The player will then “forge” that combination into a loadout card. This loadout card is final and cannot be dismantled to retrieve the card parts in it… or maybe for extra money because f2p 
To give an example of the whole process. We have a Kira “core card” with lead rarity, so this means there are the regular 3 weapon slots (same with all cards ofc), and 2 augmentation slots.
In this example the player has only BR-16, M9 and Cricket bat weapon cards. So they fill “core cards” primary slot with BR-16, secondary slot with M9 and last one with the cricket bat.
Then for the augments our player has “Bomb Squad” and “Chopper” so they fill the two augmentation slots of the lead rarity “core card”.
Now they can "forge their loadout card. Resulting in a lead rarity loadout (no bling) with BR-16, M9 and Cricket bat as weapons. With “Bomb Squad” and “Chopper” as the augmentations.
I do understand that creating such a system and then explaining that to the player will devour resources. And then there are some of the restrictions that we players currently dont “see” but they still are there, like Kira not having automated secondaries available to her etc. The card rolls from cases would then also be divided between the “core cards”, “weapon cards” and “augmentation cards”.
In the end however if such system change would be incorporated i feel like many players could start to enjoy the game a little more, by getting the loadouts they have in their heads into the game maybe a little easier. There are loads of pros and cons especially for the f2p nature of the game with this suggested system (main concern most likely for devs being the ease of players receiving their wanted loadouts and thus not wanting anything more). I feel like they balance themselves out. Selling of all the different card parts seperately instead of the loadout cards currently. Still having to forge a new card with all the parts if you wish to change a loadout and so on.
So there you go, a couple positive changes that came into my mind during enjoying the game 