-Armor Abilities-
-Armor Abilities would be limited-use powerups on the maps. These uses would be dictated by Forge, similar to how you set the spare ammo on weapons. After the set number of uses, the ability would disappear, and you would revert back to your spawning AA.
-Jetpack would be replaced with a pair of thrusters on your back, that give you a quick boost in height, maybe the regular height of a jump. This could be used as a double jump, but not as abusable as Jetpack is in this game. 1 use by default.
-Drop Shield would be weaker, able to be taken out by an EMP. 2 uses by default with a cooldown.
-Camo would return, but last half as long as regular camo, but be deployable at any time after you pick it up. 1 use by default. Alternatively, it would act as Poor Camo, and last the duration of the actual powerup.
-Hologram would be mostly unchanged. It would consistently show up on radar as a red dot, move at the default speed set by the gametype, cause your crosshair to go red, and show the host’s name. 3 uses by default with a cooldown.
-Sprint would give a short boost like the Jumppack, but forward as opposed to vertical. This would be the default spawning equipment, and have infinite uses, with a cooldown by default.
-Evade would have 3/4 the distance of Sprint, but be able to go in any direction. Mostly unchanged from Sprint, but be limited to 3 charges by default.
-Weapons-
-Default starting weapons would be a 3-shot burst fire Assault/Battle Rifle with a 2x scope. This weapon would be the jack-of-all-trades weapon, like the CE Pistol. It would be dominant in medium range, while being able to kill at short and medium range, anyway. The weapon would have no spread, and be hitscan, for consistency sake.
-The default secondary would be an SMG/Machine Pistol. The weapon would have a very high rate of fire, and a quick weapon swap; making it suitable as a sidearm. The weapon would have a very tight spread pre-bloom, but expand and reset very rapidly, having a very large spread after the 3rd or 4th shot. The weapon would defeat the BR at close range, but lose to any other weapon outside its niche. When bloom is fully reset, the weapon would become headshot-capable, to reward pacing.
-The Plasma weapons would regain their Plasma Stun ability, to differentiate them from the bullet weapons.
-Every weapon would have a unique role, to create less clutter. Every weapon would function differently, to promote variety. Niche weapons would defeat the utility “BR” in their intended ranges.
-Powerups-
-Camo and Overshield would be removed as powerups in place of Red and Blue custom powerups. These would have their own custom traits, while defaulting to their original uses. These would allow for more customization in terms of powerups, and would aide in rebalancing them if need be…
-The Armory-
Armor would be unlocked similarly to how the Military Police and CQB helmets are in Reach. Achievements would be mixed in with credits to determine rank. Credits would increase grade, while gamerscore increased the base rank. Credits would be used to buy some armor, while others are awarded through achievements at no cost. Certain armor would be awarded for “veteran status.” Playing the older Halo titles online would unlock special armor for use ingame.
I’d like to hear any thoughts/ideas on these points, and any others. Feel free to discuss any of these. 
These all cover Multiplayer, so I thought it would be appropriate to post here, if it should be in the Halo 4 subsection, sorry, move it there.