š” What is motivating this suggestion?
Both are alright, but should be improved if you want more player retention and wider audience. Running around feels like skating on oil, it also feels like you're glued to the ground by some strange force other than gravity. Vaulting, jumping have been discussed already. Leaning gets stuck on its own, maybe even by design, weird stuff happening with walls while shooting. Responsiveness while running is off, you can't tell where you will stop and what to expect. You need to play a lot to get used to the movement. It is a bad thing for new players to have to relearn walking, shooting, it is unpleasant and unnecessary.
Players who give more importance to the feeling and intuitiveness of the combat over the "meta" game of tactics, looting and surviving, will prefer shooters like Halo Infinite, Titanfall 2, Shatterline, DOOM, COD series, Fortnite, Rainbow 6 and even Apex. Because in Marauders it overall sucks in comparison, even if I enjoy some aspects more.
š” Proposal:
Study and apply what these games do right, by playing and analyzing all the nuances. How come a person who has never played these games can grab them for the first time and do more than alright, whereas if you play Marauders for the first time you're going to lose 80% of the fights until you get used to everything. There's a difference between learning how to be good at a game and learning how to play it. The latter should not take hundreds of hours, only a few, especially for those who are familiar with shooters.
It could be related to the sounds of your own movement, could be related to camera bobs, body animations while moving; or mannequinlike impression the models give; or the speed of leaning; impression of the weight of the models; jump gravity; animations and timing of moving, turning, leaning, aiming; recoil control intuitiveness; juicy killing animations and sounds(! might be the most important).