I agree with your entire post, my only objection is i can run lite. I can't carry, but with a good squad I find it can be more reliable than medium, when I'm warmed up and locked in.
I'm not a genius so you got me there.
That being said my post is about the favoritism light has received. It was hard to run in season 1 and it's hard to run now. It's always been hard, But it's also been effective, and the useful addition to the team to catch a dub & make it to the finals since S1.
Mains won't be happy until it's easy to run, & arguably it never should be especially when a call exists that has 200 more health than it.
Mediums FCAR got completely reworked like no other weapon on TTK, while I appreciated this nerf since people with average aim were taken into consideration since many couldn't fully capitalize on the weapon, ever since other automatic weapons got sight's (which I also needed) the gun lost even more of it's identity, & uniqueness. With the recoil clean up this season, it's almost completely lost whatever set it aside from other weapons. Mind you *M is supposed to play range best, used to be have 1 of the only 2 weapons with a sight for automatic weapons.
The AK losing bullet when nobody ever complained about it being OP was just uncalled for.
Medium lost recon grenades
Medium still doesn't have a breach gadget, while Light class has two, one of which can kill you on a steal, something even heavy can't do & they're the Tanks...
A thermal bore that can actually breach goo walls effectively, something medium 1 breach specialization can't even do; Light players other breach gadget also has a whole extra bullet in the reserve. Again both of Heavys breach gadget only come with 1 ammunition & no reserve. I have no idea why light has the best breach in the game.
No other gadget has received more nerfs, & lost more utility than Heal B. & Defib, although a case can be made for Mesh, & dome especially seeing how they worked S1, & to add insult to injury Lights have the one gadget that can counter all of it, but were *never" expected to learn how to use it in a Squad Wipe for a team based game.
Instead they've been nerfing all utility from support & defense to encourage Lights offense.
For the cherry on top Mediums mobility was targeted? 
Literally NOBODY asked for that, or think it was a good idea. They couldn't even add the full 10 on Ziplines, like the did jumpad just a random 7 sec because the nerf was random, & not well thought out.
Both Cool Down timers should have went down by 5 sec, not increased. Those gadgets are team based, & Nerfing it only effects the squad as a whole.
On that same note since they took away half the inventory of glitch mines, they should have reduced the cool down times by half (not leave it at 20 sec) to keep the gadget balanced. They nerfed to to prevent stacking, but lost all combat practically with the nerfs.
It's also the only mine that doesn't have hit markers.
While heavy is free to drop 2 pyros whenever they're ready.
Medium lost it's #1 offense specialization S1, while Lights specialization that has the same advantage in a 1 v 1 just got buffed( & nerfed ty Embark šš½), & is glorified as "sneaky" & "smart"
One can be worked with, & tolerated; while the other is absolutely discriminated & shunned
Since S1 people argued since you can't triple stack Light (which you can) it's not viable, I understand why you can't against competent, or better opponents, the game was always designed around a Support, Defense, & Offense (HML) play style. The very fact that any can triple stack Light in any game mode & catch a Dub is proof they're mobility is enough utility for competition.
If these blatant one sided nerfs won't sway your mind , watch appoh video for a bit of a history lesson to see which classes have suffered the most.
&
How Embark keep shrinking there game so hot heads can squad wipe.
https://youtu.be/nSZryCvRKbA?si=ozEBP4P-G05945HM