One thing I really hope they look at in Halo 6 is the way all the Spartan Abilities are mapped. I mean, I know they have a lot to fit onto a single controller, but some of the abilities are downright detrimental to the ability to play effectively depending on your control scheme - disabling auto-Stabilizers with Bumper Jumper is probably the most egregious example. Also, why the heck can we only stabilize while zoomed-in? Seems like it'd have a multitude of other applications if that weren't the case.
I've experimented a bit with mapping stuff in my own original-content-do-not-steal gamedev environment, and so far the most comfortable thing I've found for a Stabilizers-esque mechanic was requiring the player to double-tap Crouch while in the air, and holding down the Stabilizer button (e.g. toggle crouch disabled) for as long as you wanted to hover. This covers most of the big problem areas, notably:
- Can be used out of scope
- Doesn't invade the space of traditional functions - a bread-and-butter crouch jump is completely unaffected, and the hold time on the second tap ensures that you can still Gandhi-hop unobstructed
- Allows you to keep both thumbs on the sticks and retain control over movement, even if you don't exactly have a lot of mobility while stabilized
While I think Clamber works great for H5, I also developed a duct-tape-and-PVC-pipe replacement tentatively dubbed the "hover jump", which will give the player a weak "shorthop" that provides just enough leverage to go over ledges, windows, walls, etc. if they hold down Stabilizers for the entire duration (in my case, about 3 seconds). I know one major concern with no radar is that the mobility options (especially Clamber) meaning the player's being attacked from all sides at all times like never before, so nerfing Clamber a bit into something like a hover-jump for no-radar play would also be something I think would be interesting.