The healing mechanics and building mechanics go against a game with fast movement speed and snappy ADS. Because a medic must remove their weapon and COMMIT to healing someone it removes a gun and leaves you TOO vulnerable, just doesn't feel good, there's a reason why lobbies are dominated by engineers, assault and recon roles..
The building mechanics are neat but difficult to make work, atleast at first glance, I think implementing emplacement might drive greater focus on these sorts of stuff, also the supply drop takes FOREVER for a game that has similar pacing to battlefield games.
I think it should be considered whether or not it's a good idea having these mechanics, if so then maybe slowing down gameplay through implementing a stamina bar, creating slower more deliberate ADS effects, slower strafing possibly with weight involved and lower movement speed could help bring greater focus on the previously mentioned mechanics in the game.
Overall I like the idea, it just FEELS out of place with a game like this. Disagree? Have other ideas? Let talk about it.
Lastly supports need something more, currently providing ammo is ONLY good if your squad is CRUSHING, otherwise you just have a BIG ASS GUN, and more often then not, it just gets you killed, so instead something to consider could be providing additional armor or replenishment to armor for squad mates / teammates which would incentivize people to play support more often.
Also, sniper scopes of greater magnifications then 8x are IMPOSSIBLE to accurately adjust fire with lateral movement (its very difficult to fire and watch the round impact due to the vertical recoil in the scope and the lack of a bullet hole created by this projectile) potentially adding more texture to building could help and adding bullet hole effects to have better tracking, and of course reducing sniper recoil would allow scopes at 8x and above to track lateral movement and make corrections appropriately.