For me, the advanced movements fundamentally change the way Halo is designed and plays. It’s not a bad thing, but it’s not what I look for when I play Halo. I play Halo for the modularity and accesibility that the Bungie games brought. Besides, Titanfall did movement much better, imo.
With sprint and thrusters, we were introduced to an abundance of lanes in the 4v4 map design, which isn’t what most 4v4 maps were like before. Before, many of the maps were open in nature and allowed cross-map kills, which isn’t really possible in a vast majority of the new maps. Compare the transitions between rooms/areas in any Halo map with the old and new design. With the new map design, holding an angle and gaining control of an area is given stronger priority than controlling where the enemy spawns. There is more of a Counter-Strike and Call of Duty influence in their design, even though the movement isn’t completely dissimilar to either game. Players are forced to follow a set path between rooms/areas and aren’t allowed much leeway in explosive or Mario jumps.
As for the pace of the game, the only thing that’s faster is open-area combat. When people are fighting each other across a room or on opposite sides of a transition area, the combat resorts to a peek-a-boo shootout because of health and shield regeneration being disabled when sprinting. You’re unable to move in a manner that allows you to fight closer to each other without being at a disadvantage. The downtime between combat rounds is increased due to the increase in map size and enclosed nature of the maps. You might be doing more when in combat, but when you’re out of combat, the game turns into a hide-and-seek scenario.
I could go on all day, but that’s the main gist of why I don’t like mandatory advanced movement in Halo. I actually don’t mind it, but advanced movement must be map pickup Armor Abilities to allow Custom Game, Forge, and multiplayer creators more options in how they want Halo to play. Reach was a step in the right direction for evolving Halo, but 343 looked at what Reach did in the wrong way. Because of it’s modularity, MLG and the MCC Team Hardcore playlist used map pickups as a way to incorporate advanced movement. We could have had dual wielding, equipment, and Armor Abilities in one game if 343 was actually focused on giving players control. If Halo Reach’s gameplay isn’t a template for Infinite, I’m not sure if I’ll ever come back to Halo.
tl;dr I don’t like it because of how it changed map design and the out-of-combat pacing, but if advanced movement has to be included, do it like Reach Hardcore where it can be a map pickup. The more modular Halo is, the better it’ll be in the long run for both Classic and Enhanced movement fans.