Well, I think if there were changes to be made (which I seriously doubt), let's try what I mentioned before in the other thread:
Unlock Stealth Enhance at Level 25 (don't decrease the amount of kills you need to level it up).
Unlock Cloak Tracker at level 5 / make it part of the pre-set classes (maybe tweak the requirements for upgrading so not only "Busted" count).
Unlock ALL OTHER Stealth Modules (except SE) by reaching level 15 (making SE the last to unlock)
Add New lobby option: Seasoned (only players up to level 24).
Resulting in:
Players are forced to use other Stealth Modules for the first 24 levels, thus becoming more familiar with gameplay that does not rely so heavily on stealth.
Players have the first 24 levels to level up Cloak Tracker, which will make cloaked enemies pretty easy to spot.
Players have the first 24 levels to optionally only play with people that do not have access yet to SE, cutting down on frustration as well as getting caught up the SE hype.
Players have at least 10 levels to fully check out and experiment with different loadouts and Stealth modules.
Players have the first 24 levels to upgrade their suit levels, thus being more competitive in general, even against level 50s after they leave the Seasoned Playlists.
In short, players would only get access to SEIII after learning to use at least some of the other Stealth Modules.
But now that I'm thinking about that, here's another option:
Unlock Stealth Enhance only after fully leveling up three other Stealth Modules.
Unlock Energy Transfer only after fully leveling up three other Armor Modules.
Unlock Mobility Enhance only after fully leveling up three other Power Modules.
Take out Retriever - it ruins the game.
Make people earn their presumed God Modules...