not at all,they are easy to get therefore have no value.
I mean the designs bro. It's not worthless art, it's priceless art.
Here's an idea, slightly borrowed from Halo: Shield and Sword. Give everyone access to ALL armor abilities from the start in the vein of Crysis, and use the DPad to cycle through them similar to Reach's emblems or Metroid Prime. This would be notable for having two armor abilities available at once: a passive one horizontally, and an aggressive one vertically. You use the AA button for activation and Sprint is an aggressive option. Switching grenades is switched back to a bumper or something.
As for how it works with controller schemes, that's a bit more difficult to say: I'd guess all Passive abilities are simply "active" on your suit while Aggressive ones need a button press. Regardless, all Aggressive (Armor Abilities) would simply be a tap.
You can use sliders in custom games to enable/disable which options can be slid through if any. Forcing passive traits is an option too.
Also notable is the fact that you can customize your AA module per loadout; if you know you won't be using a flashlight in your Marksman loadout, feel free to turn it off. However by default ALL options are available, there's not a "You pick 10" feature or anything. For all intents and purposes everybody knows what everybody has; with an ability disabled you still have to cycle through its blank spot, so nobody would have an advantage cycling to an ability quicker.
Passive Abilities:
Motion Tracker
-Yep, you can turn this off now. Need a different passive option? You lose radar. Motion Tracker is always the starting option. The Armor Ability sliders occur on the HUD in the same place as the motion tracker, roughly, to give you an idea about the interface.
Flashlight
-Old school Halo CE-style flashlight.
VISR Mode
-Straight out of ODST. NOT Promethean Vision, no wallhacks. Notable for being able to see Camo users, though Camo is only an on-map powerup or possibly an ordnance option.
Night Vision
-Reach-level night vision.
Maybe more?
All the Armor Abilities have roughly the same cool down, so you have to wait for a general "AA usage" to recharge before you can use any again. No power cycling. You can choose both abilities you start out with per individual loadout. Everything above Sprint's in first person; everything below it is third-person.
Armor Abilities:
Jet Pack
-Simply the press of a button is required rather than a hold. Works as an arcing vertical Thruster rather than a Reach or even 4-level pack. You're basically deploying an invisible Grav Lift at your feet. Very top option. I may just replace the Jet Pack with a "Jump Jet," which would just work as a double jump.
Thruster
-Buffed Halo 4 thruster. Works in first person, slightly increased distance. Second-to-highest option.
Hologram
-Halo 4 Hologram. Pretty much balanced already.
Sprint
-Default Armor Ability.
Regeneration Field
-Same as the Halo 4 equivalent, roughly, but with a smaller range. Like I said before, all abilities below Sprint are in third-person.
Jackal Shield?
-Not sure about this one because I think any ability designed as being purely defensive would ultimately just slow down gameplay. To balance it, you'd be unable to fire (the shield activates from your right hand), you have to control the shield position by looking (meaning shitty players would be terrible at covering their heads), you have to keep the shield out until it dissipates (either a full 5 seconds or until it gets destroyed), AND it takes about a complete second to get the shield active. Your spartan would have to flick their wrist or something first, meaning you can't use it like Hardlight Shield or Armor Lock for last-minute saves. Being nerfed to hell, I know what you're thinking: what's the point? Well, the shield deflects human projectiles much like a standard Jackal shield. You can still hit the person's body, but an effective user could protect their head and get from one point of cover to another (perhaps to get a power weapon) without having to worry about getting instantly pinged by a sniper.
Auto Turret
-Receives a slight buffing.
If there are any I'm forgetting or you want to see in, let me know.
Also of note is that I think I'd require a mandatory "AA Node" in maps as basically an equipment pickup. They'd probably have quicker respawn times but be in more neutral locations, resulting in skirmishes for extra battery life. After 5 complete AA uses or a full 30 seconds of Passive uses (save for Sprint and Motion Tracker) you'd be required to find a node.
Perhaps as a Personal Ordnance option (of which I'm thinking of including several "suites" rather than the base three options) there could be a Rogue suite, with the three options being:
Complete Resupply
Restores loadout grenades, fully restores ammo for loadout weapons, and restores ammo for power/Ordnance weapons to their full pickup count. It would still have to be picked up.
AA Node
Drops a one-time use AA node to fully restore your ability battery.
AA Overcharger
Basically a special AA node that allows you to use any and all of your Armor Abilities for a full 15 seconds with no recharge or cool down, but it DOES still take life from your AA meter. If you have a full meter or at least one with three uses of aggressive/15 seconds of passive remaining, you could use it to its full potential. Think of some of the ridiculous options capable with Double Jump, for example. Just remember that your overcharge would expire after three AA uses, meaning that you'd be limited to a brief (but hilariously awesome) Quadruple Jump.