The funny thing about his explanation is that the LOS despawn timer pause is a fucking fantastic addition. I couldn't tell you how many times I've run up to my sniper in Reach, and watched it disappear when I was two feet from it. Dozens of times, easily. A great addition like that being paired with an incredibly fast despawn timer that makes corpse runs almost entirely impossible in anything but instant respawn gametypes on tiny maps is a huge disappointment now that I know the system exists.
I edited this into my last post, but I'll repost it here (and I think Kevin seems like a great guy, you can tell he has nothing but enthusiasm for what he does, so I don't mean any offense to anyone on the dev team): In a lot of ways, it just seems like they tried to fix a problem that didn't exist. Were corpse runs actually keeping weapons on the map longer than they should have been there? Somehow I doubt it. You used to be able to use a player's tendency to run back to their gear to set up nice tactical moments where you anticipate their moves and change your style of play to accomodate, which falls into that prediction element that I feel is largely lost in the majority of Halo 4 matches I've played. I feel the same way about their global ordnance fix, having some semblance of map control based around power weapons being on predictable spawns wasn't a problem, it was a defining characteristic of the game that is now pretty much out the window. I feel like a bitter old man yelling at clouds, but I'm just sad to see the pace of a Halo match change so much and have that change be so immediately obvious. Whatever problems I had with Reach, I thought it did a fine job keeping the structure alive. And there are glimpses of it in Halo 4, namely that the classic opening rush still exists and gives just a glimmer of that great feeling that used to happen a few times per match.