So assume two perfect teams start the match, lob grenades perfectly, who gets the weapons?
In the normal Halo system, the team that wins the fight wins the goods.
In the Halo 1 system, the gun flies into the skybox, never to be seen again.
Oh, but now I add a power weapon so this doesn't happen, one for each team, and set up so the other one can't be grenaded. Sure, now I'm rewarding skill.. but since I need a certain pace, I also now push the weapon spawn way back to delay getting the weapon. Much like sprint, now I'm stretching the map out to counter the player's ability to ignore the map design.
Part of Halo's THING is map design mattering. It doesn't matter much in games like Call of Duty because everyone starts with their guns, and the guns they want, so the map is more of a backdrop. Map control doesn't matter. It's about building up your streaks rather than real estate.
In Halo, since you have to get your guns off the battlefield, it does matter where they are placed and how far from that place you can pick them up. On Midship, the sword is up high and exposed, so you have to go to the worst place to use it to take it to best place to use it. On Colossus the OS is way out in the middle and in a dead end, meaning you need your team to cover you or the other team can strip it right back off of you before you can wear it back to the base. So you have to control the map, so that you can control the weapons, so that you can control the spawns, so that you can control the game. Part of controlling the map is the weapon loops and staying on top of weapon spawns.
Halo 1 lets you move weapons to better spots without even being near them. Map control matters less because the game basically has no spawn system and the enemy will spawn right next to you. You can completely defeat the readability of the game by reloading weapons on your back. It's a fun multiplayer but it's got so many broken parts that trying to export any single fragment of it to engines with better scaffolding isn't going to work out.