After reading the LA forums for a bit I see a few distinct themes that recur far too often, these issue are excluding weapon balance suggestions. --TLDR version at the bottom--- 1.) Light assaults lack tools or other utilities that other classes provide making them very solo based, anti team based classes. 2.) Light assaults have no unique weapons available to them, they are an engineer with a jet pack minus the utility. 3.) Light assaults are pigeon holed into using C4 as a utility slot, there is essentially no other option. 4.) LA grenades are awful Tool portion: While hard to really solve all of the problems, an easy way to provide light assault a niche tool like option without adding too much to the game would be offering light assaults to be the only class to have 2 side arms available. While not exactly a tool itself, having 2 side arms would give a lot of flexibility to the LA to which types of tools they wish to bring, particularly using to hunter QXC crossbow. While using a standard side arm such as Empire semi auto for finishers or a NS-44 Commissioner, the light assault could also bring weak QXC tracking darts for recon like utility, explosive bolts for extra anti armor (doesn't free from C4 however) or the new blackhand for sniping options. Obviously carrying 2 regular sidearms would allow for extra close combat security swapping up to 3 weapons to finish enemies, and help other complaints in areas such as low ammo supply when lone wolfing without using the ammunition belt suit slot. Having 2 pistols also compliment a battle rifle quite nicely, it's almost like having a primary magazine size weapon. Other random quirks of 2 pistols allows you to carry an off hand with dark light for infiltrator hunting and the other with a laser sight. Perhaps even a 6X scope on the QXC for vision and scouting as well. Class uniqueness: While sort of a band-aid fix, it's an easily implemented change that offer a uniqueness in weapons to the class, obviously offering more utility with the addition of more weapons. While I'd like to give LA their own weapon line involving classic weapons such as the special assault weapons from planet side 1 like the rocklet rifle it seams unrealistic to expect. An easier and more acceptable solution would be the access of a scout rifle and a shared weapon with the infiltrator. Much like the medic, engineer and heavy assault dropping into the battle rifle, I'd like to see the LA have the option to use scout rifles also, a shared option with the infiltrator but exclusively keeping sniper rifles to infiltrator only. The vandal and empire specific semi auto scout rifle would add medium range options outside of slug shotguns and the auto scout rifle offers better range and accuracy over carbines at the cost low damage per magazine and poor hip fire. LA would finally have some portion of their arsenal unique to only them that the engineer didn't have, as well as have carbines and shotguns over infiltrators. I've been dying to use the Vandal on a light assault. While it would be nice for another class to use assault rifles, this would be over the top for the class and would likely be a better option for Heavy Assaults. I'd love to receive battle rifles for the LA but they seam way to common among classes and wouldn't separate the engineer form the LA, scout rifles are the best option for weapon sharing that wouldn't break the class itself nor rob identity from another class. While great medium range weapons, keep in mind that sniping with scout rifles doesn't compare to a dedicated bolt action or semi auto high zoom sniper rifle. With the black hand essentially being a battle rifle LA already have a long range weapon. C4 portion: Shortly put, there isn't much to say other than as an alternative to the above allowing C4 to be used in the utility slot with medkits in the accessory slot is another option. This seams complicated to balance though, perhaps light assault should really just get their own mini medkit/restoration kit like device but it doesn't seam as unique or enticing to play the class over 2 pistols or scout rifles when regeneration implants essentially cover this problem. Grenade Portion: Flash bangs need a large radius and explode on contact feature to make them on par with the far superior EMP grenades. There's already an implant in the game to block flash bangs if they get out of hand. Smoke Grenades are just a problem with graphical settings and Q spotting. I'd suggest making the smoke either deal damage like a poison gas or simply remove the resource cost from smoke grenades so they are easily expendable smoke screens. Carrying 2 smoke grenades by default wouldn't be awful but I could see them getting out of hand. TLDR Version: To easily add uniqueness, flexibility and tools to the LA without adding new features, textures and items to the game they could do the following. Give LA access to 2 Side arm slots by default and access to scout rifles (not sniper rifles, not battle rifles). C4 is fine the way it is, perhaps let medkits be a utility slot not accessory. Make flash grenades explode on contact, make smoke grenades not cost resources similar to revive grenades.