And the issue is that the vast majority of those weapons are also slotted into hard, specific niches. The Bulldog, for example, does have a faster TTK than the AR… At optimal ranges. If the question becomes “Do I want the Jack of All Trades AR, or the Master of One Bulldog?” I know for certain which one I will keep on me, especially if everyone else spawns with one.
This is was the significant issue with Halo 4 - if you spawned with a Boltshot, Plasma Grenades and DMR, you’re immediately more powerful than anyone who doesn’t have one of those.
Then there’s risk vs reward. If we were to apply that system to the AR, the AR’s most glaring issue is that it is an extremely low risk weapon that often dispenses high rewards. You’re less likely to be caught with your pants down when you have the AR, and it’s the most reliable weapon in the sandbox. The Pulse Carbine (which is borderline unusable on PC) has extremely high risk with low chance of reward.
When you spawn with arguably the most versatile and reliable non-power weapon in the game in your pocket, why would you ever swap it for anything else? This is the exact same issue that Halo Reach, 4 and 5 had. You almost always spawned with arguably the best weapon in the sandbox and made swapping weapons around more of a chore than a strong tactical decision.
In my opinion, we should go back to the Halo 3-style of balance. The Battle Rifle is good, but you aren’t going to be able to cross-map with it, really. Your starting weapons are strong enough in the right hands, but you should find more to swap them for. When I played Halo Infinite, I found myself constantly avoiding almost anything that wasn’t a Power Weapon in the sandbox. None of them were as good as what I started with.