Three reasons in particular...
One, it completely favors short range fighting rather than medium to long range fighting. Which is okay if you like the current SMG meta, but a little unfortunate if you want to favor medium-to-long confrontations. It's incredible difficult to take on a group of 3+ at that range and not end up in a situation where they can just repeatedly revive a member if you are running with a smaller group. This is especially true in the camp areas above DZ02 and near the DZ02 extraction zone. (This is the biggest issue to me to be honest... if you take out the same guy multiple times at range, why should you be forced to engage closer to ensure he can't duck behind cover to be revived?)
Two, if the game is going to allow large 'super groups' to form, with 8 or so people, any kind of skill gap that exists becomes heavily trivialized by having that number of people running around able to revive others.
Three, there are way too many revive skills available that work at distance. Reviving is way too easy in combat, and should be something that either takes longer to accomplish or is handled how I described above (with a bleed out time that reduces further and further).
Sure, there are ways to address the constant revives (flame grenades, explosive rounds, flame rounds, etc.), or other forms of CC... But regardless, when someone is downed like that, you shouldn't have to waste precious time engaging that target while another threat is still up. The priority should be taking down the other threats, but as the game is set up, it encourages you to disengage a lot of times to ensure that the other guy is dead dead.
If you are with a heavily coordinated group just stomping through others, this isn't much of an issue. But if you are in a coordinated group and you are going up against another coordinated group, the results kind of leave a sour taste in my mouth.
Just my thoughts. Don't know if I'm the only one who feels that way.