What I expected: to be leaping across roof-tops, doing crazy slip-n-slides through complex sewer systems, and doing the "Gordon Freeman" in a few air vents. (Among dodging flurries of bullets)
What I feel I got: a series of maps that were more linear than my math homework. The shanty levels I think were probably the biggest disappointment. When I got into the refugee sector the first thing I wanted to do was to climb to the highest possible altitude to get a good understanding of my surroundings. The best I could get was about 3 crates (stories) above ground level. There were multiple times where I thought I had found a feasible climbing position for my light-body type to grab onto a higher ledge, but instead was met with my hopping there up and down desperately trying to climb an invisible wall.
This is also how it felt on most of the other levels. They weren't terribly complex, which was nice at first, but as I became more familiar with the levels I quickly realized that the paths were much too linear for a parkour game especially. It came down to a matter of "Do you go to the Right or Left?" When I envisioned Brink as a Heavy Soldier, I imagined myself charging towards the front lines, possibly by my self or with a few mediums to assisst, and then have my light-body teamates come crashing in from above or below in the most Batman way possible. Again, what happened most of the time instead was that they would run off, capture an enemy command post, and then end up in the same hallway as me as we approached the main objective.
Being a light-body type doesn't mean that you can take secret routes or hidden passage-ways, most of the time it just means that you can have little "Short-cuts" along the main paths. Basically, body types decide whether you use a crate or the staircase to get to the second level.
I'll definitely admit that the overall fluency of my characters movement felt absolutely perfect (no getting caught on those pesky corners or tables:), but the actual range that I could use that movement felt very stringent and disappointing. I understand that with 8v8 matches the maps have to be relatively small to compensate, but imo that severely hurt the potential of the S.M.A.R.T. system in the end.