The thing about the mythic playlist is that I wouldn’t even call it “hybrid” or a “mix between old and new” or a “mix between classic and modern”, see, the problem starts here for me and this is why I refuse to call the thing I’m looking for “classic”.
The issue lies in the name. Things like thrusters doesn’t really go against the run & gun movement (at least not in my eyes), so it technically can / is a part of the run & gun movement. Just because you add something new into the pool, it doesn’t automatically mean that it’s from the “opposite” (in this case H5s movement system) site.
Or to put it more simply: I don’t see thrusters as a change, I can see it as a step up (It can be, I’m not saying that it absolutely has to be in the game), unlike Sprint. Because Sprint was never an evolution, it was just something different, not a step up.
And as many people have said earlier, we really have to stop thinking that movement is just tied to your player. Movement in a game is just so much more. I mean, despite the fact that I hate Fortnite - isn’t the building mechanic a part of the movement / map traversal? It’s not just about animations, it’s the whole map and how the whole landscape can change by player interactions.
This is what should reflect back to Halo: Dynamique Map Elements, Man Cannons, Teleporters, Vehicles & Gamemodes*. And one aspect that in my eyes is fairly underrated: Weapons, which brings me to my next point.
The thing is: We don’t even have to abandon everything. If you really dig into the topic, you will get more and more ideas. Hell, you could even add depth to movement & your weapon sandbox at the same time. Remember the most hated ability called ground pound? Instead of beeing a base ability, tie it into a weapon that would really fit the mechanic: Maybe the gravity hammer? The longer you press it, the more damage it will do when you land. The good thing about tying things up to the weapon is: It just affects one weapon and the maps you place them on - not the base game.
To make the Gravity Hammer and Energy Sword even more differentiate from another you could make it so that while the energy sword doesn’t have the “impact” (from above) of the gravity hammer, you would get a slight BMS Boost.
*Gamemodes: What do I mean by that? Team Reign (CE), Team Muskets on Concept Maps like Chiron, Roaming King from H5, KOTH. It doesn’t matter if we like / dislike those gamemodes or the maps in which we play them on, it just proves that it’s totally up to the developer to “force” the players to move around the map or not, there are gamemodes from CE / 2 / 3, as well as H5, so Abilities are totally irrelevant when it comes to camping.
To Equipment / Armour Abilities: I really don’t want to see Armour Abilities back, neither as loadouts, nor as pick ups. Instead of Armour Abilities, I’d just improve Equipments. The biggest difference between Armour Abilities & Equipment (as map pick ups) is: Everyone can benefit from Equipment (even the enemy, if you place them poorly), you’re just the one who decides where to place it. On the other hand just one player can benefit from Armour Abilities, which makes it basicially just a Power Up and I really don’t see much space for Power Ups except Camo, Overshield & BMS Boost.
I mean take Jet Packs as an example (Pick up). You would have to design a whole map around it, but just one player will have access to those spots. Instead of a Jet Pack, use the gravity lift equipment on that map and improve it. Maybe the guy that picks up the equipment has 3 gravity lifts or he is the “owner” of the gravity lift for 2 mins: Which means, you place it on Spot A, and within the 2 minutes you are able to put that gravity lift to another spot.
I mean this is just one specific suggestion and nothing set in stone, there are literally hundreds of possibilities, it’s up to the developers to make them fit into the maps.
One last point: I disagree with the argument that the run & gun ("classic) movement is just about holding specific positions on a map. Especially as someone who regularly plays CE, I really disagree. It is totally up to the map design & the gametype.
TL:DR: Run & Gun movement is essential for me (Thrusters are / can a part of it in my eyes), give the power to the map, vehicles, man cannon, teleporter, weapons, dynamique map elements and so on. Let every map be it’s own, unique experience, improve on Map Pickups (Equipment & Power Ups), add depth into the Weapon Sandbox by tying in Movement to all the aspects that have been mentioned above.