I don't fundamentally disagree with your proposed solutions. The only caveat I have is that the relative EHP of Dire Avengers puts the class under the reasonable reaction threshold of the game given the poor performance of the network and game. Which is to say that DAs die far more to fire after dodging or ducking due to latency. The other Tacticals with higher EHP have much more of a buffer threshold to react to the delayed feed back that often happens in Eternal Crusade. I think it's a fundamental flaw in the game that they did not design the game mechanics to fit well with the poor general network performance. You can't really have a playable twitch base shooter or a finesse race when people are regularly getting triple digit latency both ways.