1. Indicating the melee-button on an enemy player within range. As much as you want to help new players, this is a thing that will take more fun out the game, than it will add. Melee kills are supposed to be humiliation kills, and if you pretty much tell players when and what to hit, how can the killer feel truly satisfied? And also the victim will hardly feel 'pwned', knowing that the enemy was helped with the kill.
Saying melee kills are "supposed" to be humiliation kills, is purely your opinion, and just because you state it like a fact, doesn't make it one. In SD games, the knife has always been treated as last resort weapon, used for things like finishing off enemies in firefights, or gibbing downed enemies, rather than a insta-kill death machine that players can use to "humiliate" others with, like it is in games today. As mentioned above, there was one occasion where you could kill players in one hit in previous SD games, and that was with a backstab, so if you have a weapon that can only kill in one hit in certain circumstances, doesn't it only make sense to notify players when this circumstance occurs? Of course, this "notification" only applies to melee kills that will ALWAYS result in a OHK. Their are other instances where you could attach with your knife and get a OHK, that do not apply globally, (like knifing an unbuffed Light opposed to a Heavy) and therefore a notification would not be shown.
2. Throwing ammo, medicine(and revive) at a player. From what I saw in the clips, you need to have an indication on a friendly player that you can throw whatever thing you're carrying, to him. In this case, not only are you adding another arcade element (press this button and boom), but you are also making the game less tactical. Players could become much more efficient if they could place their items on the ground, for others to pick up. For things such as revives, it would also become a lot more difficult, but this would only mean that the players would actually have to master this skill, which when achieved, gives immense satisfaction.
Actually, it makes the game
more tactical, since you need to specify which players you are trying to supply. I think that requires a bit more thought than just stockpiling a pile of supplies for players to run back to when needed. It also is a much more efficient approach, since supplies are never wasted. Ho many times have you thrown a medkit of an ammo box on the ground, only to have the teammate it was intended for, run past it? This will not happen Brink. Every resupply will be meaningful, since they will always reach the intended player. This system also helps to promote teamwork more, since you need to be near teammate for the system to work.
In modern games, it's all about charging in, getting a few kills, and hopefully a killstreak that allows you to get another 30 with hardly any thinking. The point of my post is that you really shouldn't make things easier for players, by giving them these arcade elements; they will all learn.
You obviously haven't been following SD's whole philosophy behind Brink...Brink is supposed to be the game that even players who don't play a lot of team based shooters, or even shooters at all, will enjoy playing, and no matter how much you like or dislike certain features in a game, just throwing these types of players into a match and saying "good luck," and expect them not only to learn everything on their own without hassle, but to actually enjoy themselves, is a ridiculous expectation.
The features you complain about (among others) are ingenious innovations on SD's part. They have taken aspects of the game that almost feel like second nature to many of us, and showed us that just because they have been done a certain way for so long, doesn't mean that they are the right or only way to do them. All in all, your complaints seem baseless, using nothing more than personal opinion and bias to argue your points.