For me, as great as custom games and spawn grenades are, they take a backseat to the actual controls. Thankfully, things like strong aim assist and no recoil while ADS in combination with high bullet damage can be fixed with minor tweeking..... unlike matchmaking and TPS layout.
I have no problem with faster controls (seeing as that was the biggest complaint about KZ2), but they went totally overboard with the lack of recoil and heavy AA when ADS. This is what I mean by skill, or lack thereof in KZ3. I know KZ2 had AA with the high precision setting that was patched in but that was barely noticeable, unlike what they have now. I know it is just a beta, but if they can up the recoil and down the AA when aiming down sights then the results would probably be enough to offset the low health/high bullet damage. ADS shouldn't outweigh hip fire that much.....they should be even but used when at the appropriate distance.
They have four months to adjust the controls, rearrange the weapon distribution amongst the classes, tweek the abilities, fix the uneven matchmaking problems, sort out their clan system, smooth out the frame rate issues and find a solution to camping TSPs. None of this is including the myriad of patchwork that this game will likely experience post release, much like it's prodecessor KZ2. I wish them the best of luck and I pray everynight that GG will get this game fixed before Feb. 22, 2011.