OK I'll bite.
Regarding movement you're talking about UT having strafing, ie moving sideways. Like all FPS ever since wolf3d. How is that even remarquable? Meanwhile Q3 has circle jumping, which means that going forward and strafing in a direction while simultaneously turning in the same direction, you will jump further. The rotation needs to be pretty accurate in both amplitude and speed. A famous exemple of it is the raw jump from bridge to rail in q3dm6. Ofc you can even do it backwards if you fancy :
...
Then Q3 movement has momentum through strafe-jumping where, again, precise angles are needed, here's a 2h30 theory vid :
Oh and with cpma you get good old bunnyhopping! In all cases it can be combined with weapons used as movement tools! Because weapons have actual knockback!!!
See? Amazing!!
And you can use it in real games! And ofc weapon knockback can be used to mess with your opponent's movement...
And all these options can be used to attack a position from unorthodox angles, but the weapon based movement options (e.g. rocket jumps) will take a toll on your health which make it risky, especially if the opponent has a lg or rg.
And then there is map control, item timing and delaying, item drops, powerups management or denying, cessing, ...
And I've barely scratched the surface.
Now do entertain me little pigeon and tell me about UT's depth.