I’ll say this…the specializations don’t REALLY affect the gameplay THAT much. The first time I ran into a wetworker, I -Yoink- my pants because when I used Promethean Vision there was a silhouette of a spartan standing in front of me. I melee the guy and follow up with a headshot. SO, it really didn’t help the guy out that much. I haven’t noticed it be game breaking, and I’m a pretty crappy player.
The other specializations don’t seem all that “unequal” either.
Pioneer-More Experience = more armor. Big whoop
Engineer-Allows you to “predict” when ordinance are dropping. Well, guess what? There a video by the Halo Council showing you how to do this, IE it explains how long the spawns take and that they’re roughly within the same ten feet, so this mod is moot.
Tracker-Lets you reshuffle your ordinance. This is the only one I REALLY like. 9/10 times I get crap in my ordinance, so this I’ll only get crap 4/5 times. XD
Rogue-Reduces flinch. I’ve only ever notice flinch to be a problem whilst sniping, because usually, when you flinch with a DMR/BR, it isn’t much, plus you have time to unzoom just in case.
Stalker-Highlights the last person that killed you. Now, unless this is viable in SWAT or Snipers, this just means a revenge medal. Big woop.
Pathfinder-This is pretty cool, too. The ability to carry a turret at normal speed would be almost like having a SAW spawning every minute on top of your base. Also good for wheelmen.
Operator-Decreases EMP on vehicles and increases vehicle health and durability. This is probably the best of the bunch if you look at usefulness. I must’ve run into someone using this a week ago because I overcharged their Hog TWICE and it just lost speed for about half a second each time. And think of a Mantis with increased health. Yikes.
So, these basically just get you armor and small perks that won’t REALLY get you that much of an advantage. If you meet a player head on, these skills won’t help you but your ability to shoot.