This isn’t true.
In CE it was the Magnum (which filled the same role that the BR does now and since H2), and it was so aggressive that players don’t even bother with the AR. H2 introduced the BR and pretty much every non-power weapon and automatic weapon was worthless. This was true in H3, but to a lesser extent. Reach also had some bad autos and the magnum behaved as a mini-DMR with slightly worse stats. Trading up to the DMR/Needle Rifle was very common, but sticking with the pistol was a death sentence like it was in 2-3.
H4 was when autos got buffed massively, but the ability to put precision guns in loadouts and the removal of de-scope made precision guns very powerful. H5 sort of closed the gap between autos and precision with the introduction of ADS, but H5 also did something that I found interesting. Your starting weapons (AR and Magnum) were the “worst” guns in their class, but there were many other similar weapons with slightly different stats that were available to trade up to. For autos (SMG, Storm Rifle, Brute Plasma Rifle, Suppressor) and for precision (BR, DMR, Carbine, Light Rifle). The guns I listed in the parentheses were generally better than the starter guns but they didn’t outclass them so much that you were helpless on spawn. An AR could absolutely beat a Suppressor and a Magnum could beat a BR.
The problem with Infnite’s BR is that it’s really easy to use, has a very wide effective range and hit markers tell exactly how much damage you’re doing to a player. This cross-mapping business was much less common in older Halos.
That’s because you only spawn with 1 gun in ranked. There is absolutely no disadvantage to taking the time to grab a Disruptor or something, even if you have no intention of using it. 2 guns are better than 1.
That’s because players are playing Halo how it’s meant to be played. You spawn with weaker guns, and strong ones are on the map that you must find and control. The BR has, and probably always will be, a stronger gun than the AR. So it’s natural for players to seek it out. The important thing is not make the BR so much more powerful than the AR that the AR can’t fight back (range will always be an issue however).
As for “snipers picking them off to pad KD’s”… That’s part of the gameplay loop of Halo as unfortunate as it is. You die, lose your more powerful guns, and respawn with weaker starter weapons. And if you want the power you had before you dies, you either have to go back that weapon location or kill the guy that took your stuff (who will naturally be more powerful than you), so it won’t be easy either way. But Halo shouldn’t be easy.
And there’s nothing stopping 343 from having some power weapons spawn in the base. Valhalla did this and every seemed ok with it. Usually mid-map power items were things like Camo or OS, or vehicle killing tools like the Laser, Rockets, or Skewer.
And if your team has been driven back so badly that you’re practically spawn trapped, then something more than just “they have BRs and we don’t” went wrong to get you in such a dire situation.
Lastly, if it wasn’t clear, I never stated if I prefer AR or BR starts. What I’m disagreeing with is your reasoning for wanting BR starts. It seems you just want to cut out the middle man and just spawn with a powerful weapon instead of seeking that power out.
I agree that players off spawn shouldn’t be helpless which is why I believe AR and Commando starts would be better. The Commando has decent range, but the BR has more. So you would still want to trade up to a BR. But you can still fight a BR back with a Commando.