I think the field ops can be re-imagined. Less lethal but more effective (IE longer) area denial*, more influence in friendly and hostile deployables (perhaps he should be the one to ‘clear’ an area before things can be build). I think the supply crate in ETQW is actually a typical field ops rather than a medic ability.
A class fully focussed on supporting and conducting the team and less about immediate combat. Operating more behind the scenes (of the friendly team) and making sure everyone has the tools they need at the right time.
The medic is ideal for direct support, a medic belongs in the fray. A field ops should just hop in and replenish the team and move out again. So that means that a medic’s resource economy needs to revolve around a small pool that quickly regenerates energy while a fields op need a large pool that slowly generates energy.
We always discussed about some commander class. People figured this would be a really powerful guy, or even a non-actor in the field but influencing the game from the limbo menu. That’s all not necessary at all. The field ops can be that in a more nuanced sense. He’s not more powerful than anyone else, he’s simply taking care of all the indirect stuff. He’s the unsung hero. He’s the team’s coach, janitor and secretary however unexciting those last two sound.
His role is also so unique that every extra field ops quickly becomes increasingly redundant. The benefits simply overlap too much so that although two field ops may be more useful than one, four field ops would be truly useless in a 12v12 game.
*Artillery can have a wider splash damage, last (much) longer, and does far less damage (or even no damage at all) and cause knock-backs or inaccuracy. That way rather than trying to catch enemies with their pants down, the artillery becomes simply more of a tool for a field ops to designate an area that players won’t immediately die in but just really want to avoid if it’s not necessary to be there.
I also really like the decoy grenades from counterstrike. Definitely a field ops tool. You can even have two types. A short distraction grenade for the covert and a long lasting bulky decoy/bluff weapon for the field ops.