I wouldn’t say Halo infinite needs to “evolve”, it’s got its small evolutions such as changes to the equipment system, how power-ups work, another change to it’s movement mechanic, weapon pads, and probably a few other things I’m too lazy to mention, or by mentioning would cause you to miss the point and focus on something unrelated.
Halo went F2P to draw in it’s new crowd, it’s a Halo game, so it’s already got it’s old crowd, the issue is how little content it offers compared to both other live service games, and previous Halo titles, among other things, so there isn’t much to draw in and keep new and old players.
Halo, Gears, I think the old quake games (Unreal tournament?) start off with set loadouts, and the weapon pads do a decent job at allowing you to have some options off the get-go, even if some of them such as disruptor and plasma pistol feel inferior to other options.
Two issues here, one, this can easily be remedied by a loadout system which would be a better (and familiar) option than pointlessy copying a niche game genre and plastering it over a game it has no buisness in, plus the buy system works heavily on round based modes, not to say that it wouldn’t work in real time, but I’d imagine that games like Apex kept a buy menu to a round based mode for a reason, Two, the current sandbox is just gonna have everyone buying Mauler/BR/Grapple, the game needs more “basic” weapons before it’s worth the effort of either a loadout or buy menu.
Halo has a bunch of game modes under its belt, but I can’t for the life of me figure out WHY THEY AREN’T IN INFINITE! But yes, Halo needs more modes in general, round based or not.