The customization you mentioned seems pretty interesting and could add a ton of diversity to Red Eclipse, but it might be a bit hard to balance. (I don't know though since I haven't tried balancing it; it might end up with a sort of
perfect imbalance if done right)
But the thing about customizations and classes that you select before you spawn is that you can get into situations where you need a different set of attributes to do something you want to do, and when that happens you only have three options: commit suicide, ignore it and do what your class demands of you (blah

) or try to do the thing you want and be bogged down by your lack of necessary abilities. The first one puts a damper on the action and the thing you're trying to do will probably not be there when you get back, the second makes the game a lot less engaging mentally by limiting your decision making and just makes is feel less
free, and the third
may be possible if you are still able to do what you want, it's only harder. (For example, in TF2 the medics can still kill people, they just need to skilled with the syringe gun, which is harder to use effectively than most other guns).
This was partly why league failed, because all it really did was restrict you to one gun and prevented you from doing parkour in some classes. If you saw an opportunity for something you could do with a different weapon or using different skills, too bad.
I also hear a lot of people objecting to having class-based mechanics, but I have to say, if you can make them work while keeping the same straightforward feel of Red Eclipse, where anything is possible (but it takes skill), then that would be something truly amazing

. If it doesn't, but it's good in a different way, that's great as well, but it might fit better as a mod or a fork than as something included in the game. (A jack-of-all-trades game might be interesting but you will get a divide between fans and non-fans of the mode when it comes time to vote at the end of a match)
Also, the fact that newcomers are ragequitting because of the difficulty to aim might mean we should do something about the constantly abused trend (at least by newer players) of standing in one place, tapping A and D in a random order, and being very annoying to hit without using the environment at all. But besides that, why worry? If people don't like our game because it's too hard, then the thing we should be doing is being more inviting to them and making them feel welcome (telling them about the forum, asking if they want to learn the map editor, just generally being friendly). The ones who stay will end up adding to the community, and the ones who leave we shouldn't worry about.