I believe BS Angel’s number 5 is the best solution for AL. 
On a serious note: This is my top five.
1. AL needs a serious nerf or complete removal from the game. If it must stay my suggestion is the following:
A) Decrease the duration and increase the recharge time. If players want to use then it should be used as it was intended a tactical negation of lethal damage. This will encourage users of AL to be more judicious with it’s use. Which brings me to my next point:
B) No more spamming/tapping AL, if a player initiates AL then they should have to commit to the entire charge, PERIOD. No more popping in and out.
C) No 360 view. Either lock the view or limit it to 180 field of view and that’s being generous. I think it should be something more like 120 or even 90.
D) Fully charge plasma bolt or the EMP from a grenade launcher detonation should immediately force a player out of AL.
Essentially, force players who use AL to use it more strategically. Or just remove the abomination completely.
2. Bloom needs tweaking and a serious one at that.
Reward players who time their shots. It’s that simple. If the this bloom/bullet spread must be used in this game then reward players who time and pace their shots accordingly. The pistol is a great example of this. It’s far to an inconsistent weapon to be considered as a starting weapon. Honestly I don’t feel the pistol should be a starting weapon, it should excel in the sidearm niche but it doesn’t even do that well. It’s been my experience, that it doesn’t matter if spam or time my shots with the pistol, I always run out of ammo do to missed shots, either do to my error or due to bloom/bullet spread.
3. Objective gametypes need reworking.
While right now the core objective experience is about as good as it can be it can be improved drastically. Please 343i, don’t let the playlist wither and die like Team objective, Team throwback and squad battle did in H3. If today’s player cares so much for these stupid credits then reward them appropriately for not only playing objective gametypes/playlists but going for the objective as well. We all know all kinds of objective stats are tracked in game for every objective gametype yet players aren’t rewarded for it. I would suggest that not only should individual players be rewarded for accomplishing an objective in game but a team reward also. For instance:
A player steals an opponents flag: +50 cR
While moving the flag to the capture point he/she manages to hold the flag for a total of 35 seconds: + 9cR (.25 cR x 35 seconds comes out to 8.75 I rounded up to 90
For the flag actual flag cap the player would be rewarded with 100 cR.
Now for team mates this could be scaled accordingly. Another player moves into position to support the flag carrier and manages to hold off two opponents. The flag carrier took enough damage that his teammate was rewarded with a savior medal. In this instance the savior medal would translate into a cR reward for that supporting teammate.
Another teammate moved in to help clean up and got an assist or two while supporting the flag carrier, again those assist medals would translate into an appropriate cR reward for that player.
The winning team would be rewarded with a collective bonus based off all the objective stats collected in game which would be scaled appropriately. This is just one example and by no means are the cR bonuses/rewards I have suggested a number set in stone.
4. Reduce melee strength
Put the focus back on shooting and aiming. An assassination is still an assassination but we should not be beating each other over the head with our weapons. This is a FPS not Mike Tyson’s punch-out. This will deter/punish those that sprint up and double beat down for a kill.
5 Reduce DMR and sniper damage against vehicles.
It doesn’t have to be a significant reduction but the DMR should not be flipping a warthog. That’s just ridiculous. Of course this also could be addressed by adjusting the warthog’s suspension physics. It feels like a damn lunar rover at times. Maybe a combination of the two.