Future of Parkour in RE

Currently, the parkour in this game is one of the main reasons I enjoy it more than more standard twitch shooters like Quake 3 Arena and various other clones. The wall-running, powersliding, and wall-jump + impulse mechanics are great, but they leave me wanting a bit more. I've got some suggestions here, perhaps we can refine these...
1. Powerslide Knockback. The fact that the powerslide can hurt people is great, but what if the person you hit with it goes flying (thank you, ragdoll) and is stunned for a moment, before climbing back up? It would make this mechanic far more useful, although it might have to eat up some more energy to for balancing reasons.
2. Ledge-grabbing. I remember quin saying there was already some code written for this, so hopefully it won't be terribly difficult to implement. In my opinion it should go something like this: you jump against the wall of a building, kick off of it backward, then impulse forward, grab the ledge, and fling yourself upward several meters with significant forward propulsion (perhaps setting you up for a perfect powerslide?)
3. Air-stomp/ground-pound. If you're above a certain height in the air, perhaps you could plummet toward the ground whilst charging up a punch that will send people nearby flying, with significant damage. The radius, knockback, and damage would be determined by the height at which you jump.
4. Vaulting. Low objects like the air vents on top of buildings on center are currently only avoidable by jumping over them. This isn't a problem, but it's a bit awkward when you run into a tiny little wall that stops you before you realize you have to jump. Perhaps you could instead run towards it, then press a key to vault yourself up and over the obstacle...
5. Enemy-vaulting. Never before seen in a game (I think)! Run towards an enemy from behind, then jump, grab their shoulders, and fling yourself up to higher heights. Perhaps the enemy gets knocked down?
Admittedly 5 is a little over the top, but the others could be very cool and make the game require some more finesse in order to succeed. I'll leave you with this crazy idea: what if powersliding increased your momentum, like Tribes' skiing?
1. Powerslide Knockback. The fact that the powerslide can hurt people is great, but what if the person you hit with it goes flying (thank you, ragdoll) and is stunned for a moment, before climbing back up? It would make this mechanic far more useful, although it might have to eat up some more energy to for balancing reasons.
2. Ledge-grabbing. I remember quin saying there was already some code written for this, so hopefully it won't be terribly difficult to implement. In my opinion it should go something like this: you jump against the wall of a building, kick off of it backward, then impulse forward, grab the ledge, and fling yourself upward several meters with significant forward propulsion (perhaps setting you up for a perfect powerslide?)
3. Air-stomp/ground-pound. If you're above a certain height in the air, perhaps you could plummet toward the ground whilst charging up a punch that will send people nearby flying, with significant damage. The radius, knockback, and damage would be determined by the height at which you jump.
4. Vaulting. Low objects like the air vents on top of buildings on center are currently only avoidable by jumping over them. This isn't a problem, but it's a bit awkward when you run into a tiny little wall that stops you before you realize you have to jump. Perhaps you could instead run towards it, then press a key to vault yourself up and over the obstacle...
5. Enemy-vaulting. Never before seen in a game (I think)! Run towards an enemy from behind, then jump, grab their shoulders, and fling yourself up to higher heights. Perhaps the enemy gets knocked down?
Admittedly 5 is a little over the top, but the others could be very cool and make the game require some more finesse in order to succeed. I'll leave you with this crazy idea: what if powersliding increased your momentum, like Tribes' skiing?