Disclaimer: I have no idea how implementable this would be, and I'm not going to outline balance related numbers. Also I wasn't here/don't remember old infantry research so I'm not sure what it was like. Make infantry research for each research tree in the form of weapons/skill upgrades. These would be somewhat cheap (I know research costs are going away) and fast to research. They would also be low-level, so as not to require people to go out of their way/disregard infantry research. examples: Physics: plasma rocket launcher - an rpg that functions as a plasma/sticky bomb. high calliber HMG - self explanatory. improved jump boots/skill - (general skill) makes you jump higher. Chemistry: Napalm grenades - holy shit I wouldn't want to try to make these balanced. improved welding techniques - alternative to the repair upgrade. Explosive tipped bullets - An alternate assault rifle/hmg that fires slower/less accurately but is useful against light tanks and jeeps (unless that infringes on the grenadier) Biology: gas grenades - because fuck balance biomortar - A mortar that fucks people's shit after they are hit, allowing the grenadier to fire and forget/run. Healing grenades - engineer alternative that explodes with morphine giving soldiers a boost while under fire. Mechanical: put the heavier assault rifle in here, as is there's no reason to use the bear and the semi auto NF gun. Electrical: Tracking device - a scout or engy grenade that works like the sticky bomb, except it gives the team a minimap position of the vehicle it's attached to temporarily. red dot sights - shit's gotta get tactic00l
Sorry I think they're all pointless apart from maybe the healing grenade (alternative to seismics, only minor heal though), the napalm grenade (minor denial of area/push) and possibly the addition of the main rifles being research as a kind of mid/late game option. I was gonna go through them individually, but I couldn't be assed at the moment. I'd be happy to explain later though.
In conclusion, some ideas are good and potential. Although most of them wouldn't be worthy to spend time to research. But I would like to advise you to play a bit more before you have suggestions. No offense, but some of these ideas only showed that you don't have good knowledge over the gameplay yet.
To answer one of your suggestions I think someone one else made a suggestion about anti-tank rilfes some time ago, but I don't think anything came of it.
I suggested changing scout rifle into anti-tank/troop rifle via giving them an aids gun. Ya that was like 2 years ago.
Actually, this idea that infantry weapons could scale with research could potentially solve one of the existing problems we have with infantry/vehicle balance--namely, that grenadiers are too powerful versus early game vehicles and too weak against late game vehicles. To accomplish this, just nerf the grenadier rpg slightly so that 1 mortar+1 rpg won't take out a paper apc immediately, and make it so that when the com researches an armor, the rpg is upgraded to its current damage; when the com researches meds, the rpg is upgraded to 1.1 times its current damage or something; and when the com researches heavies, the rpg is upgraded to 1.3 times its current damages (obviously not cumulative with meds though, in case the com decides to skip meds).
Actually, it was everything. But that got removed as well like 4 versions ago, so it doesn't do extra damage to any of them now.
I want an option of stripping myself of weapons as well as my enemies and we punch each other to death. It would be the hypest shit ever
It would be kind of nice to have an AT rifle against light armour, but it would need to be useless against researchable tanks and pretty bad against infantry. I can already imagine the cries for "BUFF NFAT/BEAT" Also, code, models, sounds.