In the first three Halo games, multiplayer worked because you started with the same run speed and health and jump height and melee strength as the next guy. You had the same base attributes and an identical set of tools, and to win all you had to do was use them better. If you wanted shinier tools, you picked them up in the map or stole them off the body of someone who found them first. It was never perfect—BXR, sword flying, and other tricks let quick-fingered players trample the less capable, and there were always issues with map layouts and spawning—but in principle Halo's gameplay was grounded in the simplicity of uniform elements that gave no player an inherent advantage.
Reach changed all this with randomizing factors like armor abilities, playable Elites, and reticle bloom. That was Bungie's big misstep in their unfortunate effort to update Halo's formula. I thought 343 might recognize this, but Wu's report leaves me doubtful that the lesson was learned. The most concerning item is the perks that change your character's base attributes, like regen rate and ammo limit. This sounds like a terrible idea. The last thing I want Halo to become is a different flavor of Call of Duty.
The screenshots do look nice though, lol. And to be honest, I'm interested mainly in the campaign.