A few things to say straight away:
walljumps.
No, just NO! The old way of walljump was really powerful, but really difficult to master. We've spent countless hours in this game trying to master walljumps so we could pull off walljumps no one else could so we could move about the map like no one else.
What it feels like now is that what used to be easy walljumps in B2 are now made even simpler, while on the other hand, the more tricky walljumps from B2 cannot be done at all with the changes you've done.
It used to be that you could retain speed from the jump/walljump, which allowed you do do some amazing walljumps. Some can be seen here -
http://www.youtube.com/watch?v=-zlAIJiMe5Y (Take note of the first and third walljump on Daybreak and the first walljump on Paladin)
I don't feel the changes to walljumps are an improvement at all. I would much rather have them back the old way where they were hard to learn and master, but once you did, you could pull off some amazing things. I even made a tutorial last night which is already obsolete -
http://www.youtube.com/watch?v=LAjY2dN-2RI
Random crack/nudges on surfaces (This has existed for ages tho)
Another thing to note is the following: You don't want randomness in your game, yet you have what appears to be flat and smooth walls with nudges and cracks in them? These small nudges and cracks interfere with both walljumps and bounce rockets and make them random.
If you want to have what appears to be smooth surfaces in the game, then make them smooth so they don't mess with these two factors.
Reloadspeed after hitting a player.
Sorry, but this just won't do. Whenever you heard an attacker fire off his laser, that was your queue to peak and spam your rockets, but now, if you accidentally peak a bit too far and attacker hits a defender with his shot (You tend to move out when you hear laser go off, you don't wait to realize if he hit or not), you can't get back behind cover before he has reloaded.
Defenders can choose laser
This I don't think is gonna be a very popular thing either. Just from 15 minutes of playing it felt really overpowered, even with the wallhack. The thing is, when you see the symbol through walls you know that defender (or defenders) have a laser and is a serious threat. This pretty much makes you keep constant focus on them at all times, which makes you take many more surprise rockets/nucleus' from the side or the back.
Stamina for defenders with weapons
So if you choose laser you get attacker stamina, if you choose rockets it's the same as defender stamina always have been, and with nucleus you barely have any stamina worth talking about. Another thing I don't agree with, considering it makes choosing laser as defender even better. More stamina allows you to rotate longer and quicker around maps.
Defenders with a laser is a constant threat all the time, and the wallhack you get simply isnt enough to make up for the power they get.
All in all I think the changes you've done this time is a real mess. As I said in my last post,
I'll applaud you for trying something new, but I don't want to play this at all anymore. I'll keep working on the walljumps and see what I can find and if there are ways to do the old walljumps, but the initial feeling I got was that many can't be done because you don't retain the same amount of speed in walljumps anymore.