Thanks for the additional input. I'll give a quick overview of where we are with the game design at the moment since others might like to see this also:
- Removed single use items in favor of items that have limited number of uses on a mission. Also items are either usable or passive bonus types and one of each can be equipped. We also have added grenades as one of the usable items which was a pretty common request
- Weapons and armor can be freely equipped or removed and we have a lot more of both.
- Streamlined classes down to just "weapon classes" but they are more of a combination of weapon and regular classes. A second class can be assigned also at level 5. The weapon class would not restrict weapon use but provide bonuses when using that weapon
- Stat categories have been totally changed and are more meaningful to the game and have better effects
- A level up will allocate 2 points that can be spent to level up a stat or a class. Certain levels of both stats and classes have skills that are assigned when you level up to that value. Leveling up a stat can improve multiple elements in combat and leveling up a weapon class can improve damage, aim, etc with weapons of that type.
- Skills are similar to items in that they are either usable (with a cooldown) or passive bonuses. We've got 27 total skills implemented so far and they really add a lot of different tactical options
We've also got a ton more stuff that's in progress also that will address a lot of the difficulty elements. I don't want to say too much yet but I'll be posting another blog entry with more details in the next few weeks.
We also are adding some new enemy types and variations to the current characters.