I think what you're doing here is essentially chopping off around 75% of the game's variety/flexibility in desperation to achieve balance. I mean that's what CS was all about right, just a handful of guns (and nothing else) to achieve the ultimate level of balance because there is practically nothing left TO balance other than weapon damage.
No Retriever. Forces players to keep moving. In it's current state Retriever should be broken up into 3 separate perks because of how over powered it is.
Why is Retriever overpowered? What does Retriever let you do? Automatically collect dogtags. What do you do with dogtags? They go towards killstreaks. Why would you want killstreaks? Because they're all incredibly powerful. Retriever goes a step further and lessens the dogtag requirement for killstreaks. Nerf killstreaks and you automatically nerf Retriever.
Fix the root cause, not the symptoms.
Completely removing Retriever will simply leave snipers/long-range fighters at a huge disadvantage when it comes to collecting dogtags. I highly disagree with "forcing players to keep moving" because that sounds like you just want to punish people who use long-range weapons and reward shotgunners/close-quarter AR hipfire users.
No Rapid Fire. This creates a huge problem with weapon balancing and it would be a lot easier to get rid of it.
It only creates a huge problem if you LET IT create a huge problem, i.e. making it boost firing rages by absurd amounts.
Make it 5%, 10%, 15% and problem solved. If it's STILL an issue then nerf it once again to 4%, 8% and 12%.
No Low Profile/Surveillance. Now I know a lot of you like these perks, and I use them too, but, I am against anyone hiding from the radar or any sort of support streak like the gunship.
Sounds more of a problem with Gunship than Low Profile.
Also allowing someone to not be tagged slows down the game play. Auto tagging in my game balance would be considered far too over powered. The visor and the radar need to be true in a game where the players can become invisible. This will help the whiney noobs that complain about "camo" mode.
The first sentence of that paragraph makes no sense, nothing gets slowed down (??).
Tagging is vastly less powerful in Crysis 3 compared to Crysis 2. Surveillance is fine.
No Aim Enhance/Point Fire Enhance. Leave the guns in the hands of the players. The perks or SUIT modules should not impact gun play. I capitalized "suit" because they are modules for the nanosuit and they shouldn't grant you becoming a better marksman.
Just like with Rapid Fire, all these modules have a place in the game because they ultimately impact the player's PERFORMANCE regardless of affecting their weapon or suit.
Reduce Aim Enhance to 5%, 10%, 15%. If someone wants to lower their recoil, they're going to have to sacrifice something else very important.
Same logic applies to Point Fire Enhance.
Increase the amount of module categories to 5 and lock them in seperate categories. Use the suit body as a template for the modules.
Head/Visor = Vision modules
Chest/Back = Enhanced Armor (Detonation Delay, Proxy Alarm etc.) OR Enhanced Cloak (Fast suit transition into cloak, etc.
Arms/Hands = Faster reload, faster ADS, faster weapon swap, faster ledge grab.
Legs/Feet = Silent feet, extended slide, etc.
Obviously this isn't an exact blueprint but it's open to criticism and more module ideas.
Not a bad idea since it's simply a more elaborate version of what C2 had. Makes balancing fairly easy.
The only module I would agree with COMPLETELY removing is Maneuverability (speed increase portion) because being able to run faster than someone else is just dumb.
How I would re-do C3 MP:Entire Health & Armor system reworked - Say currently you have 100HP and 100AR (so Armor absorbs 100HP worth of damage). Increase base health from 100HP to 150hp, reduce Armor's absorption to 50AR. Now you can have weapons like Gauss and Bow doing 100 (or even 120+), damage but they can no longer OHK unless it's a headshot. They'll still be the hardest-hitting weapons in the game, that is their purpose.
Combine Armor and Stealth into a single energy bar. Following from Zito's idea, just have movement take a tiny amount of energy.
Maneuverability - see above, have it completely negate energy usage (or lessen) from running/jumping instead of increasing speed. NOBODY should be able to run faster than anyone else.
Stealth - movement speed should only be reduced by maybe 10%. The transparency should be CONSISTENT across all maps. No more red/blue outlines.
All OHK weapons - Bolt Sniper, Mortar Cannon, Pole and Swarmer - either REMOVED, or damage lowered to the point of no longer being OHK. We really don't need random unavoidable deaths in an arena-style game that's supposed to be about skill.
Attachment unlock system - use C2's token system, i.e. getting a certain number of kills with a gun will reward you a token. You can use that token to unlock ANY attachment you like, one token at a time.
Retriever - remove Retriever's ability to reduce required dogtags for killstreaks, only keep the actual dogtag-collecting part and increased durations on killstreaks.
Killstreaks themselves - Reduce Swarmer's damage to no longer be OHK. Gunship needs to be removed, it's just so incredibly random and hard to balance with how it works, got no choice.
Orbital Strike needs to be made a 7-8-kill requirement due to it's incredible potential to wipe out an entire team, or at least it's radius lowered.
Maximum Nanosuit should NOT be invincible, needs to be nerfed back to how good it was in Crysis 2 (i.e. can be killed with an entire AR magazine).
All modules which increase weapon performance - the gains from these modules should be MARGINAL at best. No more 25% Rapid Fire or 30% Aim Enhance, all these percentages need to be lowered to around 10-15% max. The player should have a tough time deciding what to sacrifice.
And that's probably all I would do if I had the option to re-work C3. Weapon balance aside