Having vehicle specific classes is another bad idea. It would simply be frustrating if you chose a class that could only do one thing competently, and only drive one specific vehicle. People don't want to play as dedicated Rhino drivers because that would be immensely boring. Everyone will want to jump in and out of any vehicle because it's fast and convenient. Having class specific drivers / gunners creates unnecessary hassle and dependency. Perhaps the exception to 'everyone can drive anything' rule would be Terminators. Planetside 2 handled MAX suits (The equivalent of Terminators) well, in that they couldn't drive or fly, and you could only have a handful of them in a transport because they're enormous. If you're going to transport Terminators around, like in the TT, Rhino's can't do it. You'll need a Land Raider/Crusader.
If you ask me, Pilot and/or Driver (they could be combined, could be separate) should be its own class. Or, if we don't have "classes" in the traditional sense, the driver's seat should have loadout restrictions. There's only so much space in the driver's seat. Your rocket launcher isn't going to fit. Your jump pack isn't going to fit. Your Terminator armor most certainly won't fit. If it's "fast and convenient" to jump in and out of any vehicle, we'll see people using tanks as disposable transports that just happen to rack up some kills along the way, just like in Planetside 2. Having to give up your infantry toys to get in the driver's seat will encourage people to use transports' passenger seats instead, and will encourage drivers to stick with their vehicle and actually treat it like the expensive war machine it is.
I didnt mean massively available, I meant always available as in for every 10 soldiers in a radius always spawn one transport. If one of those 10 has the right spec he can drive it faster or some other bonus. As such, organized guilds would want to keep a percentage of their players specced to it.
Class restrictions are understandable as I said in my post about Terminators driving, the same could possibly apply to loadouts if you want to restrict 75% of the classes from driving or flying because of the non issue of realism. (By the way you wouldn't put the rocket launcher in the driving compartment, you would put it somewhere in the back.) People using valuable offensive orientated vehicles as disposable transports doesn't happen often as their advantages of fire power and armour are massive over infantry. However when it does happen, it's just the plague of stupidity that infests gaming and the internet as a whole, and is unavoidable. With your solution you happen to pointlessly punish and inconvenience players who have specialized their classes. They won't even be in EC at launch.
Having a vehicle only class would be a waste of a class slot since as far as we do know each race gets 5 classes. As has already been stated, restrictions work better.
Much as I would like to pilot a lot of vehicles I can see launch just being about vehicles transporting your arse to the fight.
I agree. There is just no reason, lore or otherwise, to have a separate class for piloting. A space marine would just be trained in it. A landspeeder pilot, at least on the model, doesn't look any different from his brethren, so it would make since in that he is no different from any other space marine, other than training. And a certification or skill would make sense in this case.
Cough cough Why are you guys trying to use logic, this is a game, a game based on 40k, there is no logic.