Sometimes I have the impression as if equipment was just put into a new and shiny but undeserved light with the introduction of the “unloved” AAs.
Fundamentally AAs and Equipment are one and the same. Both are personal additional advantages that aid the player when used (properly). The only difference is that equipment is placed on the map while AAs are available at spawn. So far, that is not much of an issue in my opinion.
The deciding factor was their impact on the game though.
Because equipment was placed on the map with a single use its impact on the game was extremely minor and insignificant, why I would even argue that the vast majority would not even have cared when it would have never been seen after Halo 3 in any form.
Now Bungie did the fault that they gave equipment a quite extreme impact on the game with the implementation of AAs in Reach. Disregarding the vastly overpowered ones (namely Armor Lock, Camo, Jetpack), they made them available at spawn plus instead of keeping them single uses they made them unlimited.
Equipment has suddenly turned from something that could easily be forgotten and ignored into something constantly present.
And constantly encountering and countering people’s additional advantages is apparently not really liked by the majority (me included).
I’ve wondered how AAs (implying no overpowered ones) would have been received when they would have just been equipment at spawn, an AA with a single use (or alternatively with limited uses) and the selection would have been limited as well. So instead of selecting out of 5, people could have only selected out of 2 or 3.
So, with that their impact on the game would have only been a little more significant than that of H3’s equipment but not to the extreme extent of Reach’s or H4’s AAs and likely more people would have liked them.
In addition, dare I say it but it often comes up but I could never really follow it, but I think basically is an AA at spawn not any more or less predictable or random than equipment on map.
I think currently there are just too many AAs available at spawn as that someone could bother to fairly predict which one he/she will encounter. You simply lose the overview.
However, AAs/Equipment in their current and former implementations is nothing what I would personally consider a fundamental improvement for an arena shooter.
Stripped down, they are just more additional stuff in the arena sandbox with that a player can get an edge over his/her enemies.
In the form as advantages they add nothing significant or new to the overall gameplay since basically there are already enough of them in the form of power weapons or vehicles.
To close, personally, assuming that the next Halo will be an arena shooter (class based would be a different suggestion) I would like to see a different approach on the topic AAs/Equipment.
Thinking about how they could actually enhance the gameplay instead of enhancing the individual player.
I.e:
Incorporating certain AAs into the design of certain maps or gametypes as inherent gameplay elements.
That could result in something like a map that incorporated Jetpack (or alternatively a modified Thruster Pack) as a default movement mechanic into its design.