In many games in general, from FPS to RTS, there is one component added to enhance combat efficiency (at a price) and therefore widen the boundaries of playing strategy; the presence of and ability to use some type of stimulant to boost speed and attacking power (think the 'stimpacks' of the Fallout series and Starcraft 2). It would be a good idea, in my opinion, to implement this element in the game with some balancing factors such as exclusive availability to the Medic for use and distribution, and negative side-effects such as injury as a punitive measure against abuse.
Alternately, one could consider temporary invulnerability that could be dispensed by the Medic yet again, a la the infamous 'Ubercharge' of Team Fortress 2 that can be deployed by a Medic onto a player with devastating results for the enemy (particularly if the invulnerable player is capable of high-damage output!).
I think that this would destroy the class balance. All classes have a purpose and have certain abilities. If one class has to give other the stimpack, you'll change the class balance. Besides, like Jordan said: We already have health buffs and weapon damage buffs. (I don't consider giving ammo a buff) Then there's the SMART system which gives lights more speed and the ability to reach more places. With a stimpack all these carefull considered balances would need a shift or a rebalance.
Invulnerability gives one player too much advantage in this game. Imagine an engineer doing an objective being invulnerable, he could easily complete it even when there are 8 people shooting him.