Just a couple of thoughts.
With the air-dropping, I would assume that there would be a limited amount of vehicles to be air-dropped at any one time and as with all other squad oriented requests, a squad leader would have to issue the request which should enhance squad play. (One hopes) And this woud greatly assist with the siuation of spawning at a flag where all vehicles have been stripped, usually in order to have a lone wolf transport him\her self to a lonely but sure death. As to the issue of dropping vehicles on buildings, I would love to see the opposing team airdrop all their vehicles on top of buildings, makes infantry that much more essential and less subject to road kill and the "car bomb" element. Besides, they are much more effective targets when stationary and up high!!
I would love to see the addition of RORO (Roll On Roll Off) transports like in JointOPs, especially in the Armoured Fury setting, long flat stretches of highway and plains. That would be a great enhancement, having the ability to have armour and infantry move as one to a desired or conflicted area. As well as give the jet-jockeys the chance to show true skill as a transport flyer. (Yes I agree it takes skill to fly, but I do question the necessity of 4 jets and multiple attack helis in such localized combat)
The squad hopping "exploit???" fix is interesting as you cant join a full squad and I have yet to see a server where there are 9 full squads. So if a I become a squad leader and request support, or if a squad spilts (rare) then they are SOL until your team loses a ticket(Die, respawn). Not a very team play friendly fix, but a very lone wolf perpetuating one. The majority of squad hopping I have done and seen is usually in the best interests of a team, I think of it as a consolidation or personnel replacement tactic.A more benefical fix would be the inability to lock a squad that is not full.
Personally, I would appreciate a teamplay enhancement with the addition of company units, 9 squads, 3 squads per company, company commanders accrue command points without the 2x of a commander. I think this would dramatically elevate teamplay, and help out the commander role. It is near impossible to effectively command 9 individual units, especially when you have squads composed of singletons who then lock the squad, or the ever popular Johnny Rotten squad (I Did It My Way!).
The Co-op addition is a great way to squad train. Personally as both a squad leader and member, I have noticed that most players have no idea how to behave as a squad member. I have often experienced as a SL, the inability of my squad to perform if I am not "leading the charge" literally. A good squad leader is most effective when providing a spawn point for the commanders orders. But most squad members are more concerned with keeping themselves alive, then completing an objective. Nothing more satisfying then capping a flag and having your whole squad facing you as an enemy nonchalantly lobs a grenade into your midst....oh the joy of a plan gone right!!! So hopefully the co-op addition willl assist in the development of squad-play, such as intersecting lines of fire, covering fire, squad movment and roles.
By and large, the majority of fixes have enhanced the game. There have been some gaffes, the delegating of the assault kit to role as a kitten killer, claymore now more sensitive than a jet whore's ego and the ability of grenades to be thrown like tennis balls. But overall, I would applaud EA for having addressed the issues that were killing the game, bunny hopping, dolphin diving, anti-team anti-air and the numerous code exploits and glitches. BF2 is an incredibly complex gaming environment from the standpoint of coding. It has a non-linear open interactivity that is not easy to build but DICE and EA have managed to develop a very solid game that while at times is frustrating, is most definitely never boring. And that is what I do enjoy.
(P.S. Has anyone heard if 2142 is to use PPU technology.)