#1 Get rid of all the first person perspective icons including player names that hover over their heads, flags, etc. Leave those for the mini-map.
#2 Modify an idea borrowed from America's Army and have a "Report In!" bind. When using this bind THEN you might see the player names of teammates in your field of view, but only for a second or two and only when they reply with the same bind. Same thing when you hit the bind... any teammates looking in your direction would see your name or a similiar identifier for a coule of seconds. This would help reduce TK and FF from that would increase with idea #1 above. You would see any *teammate* that replied, not just squadmates. In AA "Report In" also automatically includes text of your general location, i.e., "SE Corn Field", etc. but I don't know if this would be possible in PRMM?
#3 Have a modified version of BF2's unlockable kits but ONLY unlock them for players playing as members of a squad. This would allow people who insist on "lonewolf"ing it to continue to do so but without the added benefit of additional kits to choose from (as well as other things that already exist in the game).
Suggested squadplay unlocks (mix and match... I'm not suggesting anything needs to be cut in stone, just suggestions):
a) Spec-Ops: Silenced SMG with/without site, shotgun, rope and grapple instead of parachute, increased body armor instead of detpacks, flashbang grenades, silenced M4.
b) Assault class: Different primary weapon, increased body armor instead of grenades, smoke grenades, flashbangs?
c) Support: Mortar instead of SAW, shotgun as backup, etc.
d) AT class: Here is the heavily discussed AT unlocks... One should include stingers, either exclusively or with an AT weapon as well, perhaps backed up with SMG or shotty (keep the pistol for the lonewolfs

)
e) Medic: Increase battery pack for revival attempts.
f) Engineer: I don't play this class enough to make good suggestions but you should have the general idea!
Non-class specific: Perhaps give those in a squad a basic bonus for being a squad such as a single application bandage type thing OR a parachute OR a rope for repelling. The idea is to reward players for squading up by giving them added flexibility in how their kit can function. Obviously on a map with no aircraft stingers won't be essential, etc.
#4 Team Commander should not be out running around with a SAW or AT, etc. His job is to command, not fight on the frontlines. Commander should have defensive weapons and extra body armor but be limited otherwise. A good point bonus should be given for killing the enemy commander (or squadleaders for that matter), unless this already exists in this mod?
#5 Something needs to be done with attack aircraft and squads... at the least they should have voip communication with each other as if on the same squad. Ideally they SHOULD be on the same squad (see #6 below) but I also realize this can open a whole other can of worms at the same time. Pilots should also be limited in kit... No F16 pilot carries a SAW, AT or sniper rifle into the cockpit with them
#6 Allow squad leaders to request airstrikes on the maps that it would be appropriate. Like artillery the request would HAVE to be made to the commander and the commander would HAVE to assign it to the aircraft "squad". Meanwhile it could be assumed that the aircraft "squad" would be under standing orders to fire at "targets of opportunity".
#7 Tankers too should either be a seperate kit or at the least limited in which kits they could take. Like the aircraft tanks should have a dedicated voip channel to talk to other tanks (not specifically, assault "armor" is what is meant).
#8 Troop carrying transports (blackhawks and APCs, etc.) should reward based on how many passengers are onboard and should be punished if leaving with only the operator on board. Before anyone starts screaming about that this could possibly be made to work by setting a time limit... You jump in a blackhawk (for example) and are only punished (both score and possibly with an automatic voice reprimand "What do you think you are doing soldier?!?!", etc.) if they leave "empty" before a short time period is up, say 15 or 20 seconds with the engine running. This would help keep troop carrying capable vehicles around a bit longer for people to jump on board but wouldn't trap a player forever if he jumped in a vehicle when no one else was around. Attack choppers should almost NEVER leave the ground without a gunner and a pilot!
#9 I like the idea of the reflective patches on teammates too, I think "cat's eyes" (on the back of helmets) is one of the correct US terms... Again, borrowing from America's Army, each team would have these and additional identifiables (AA uses a fanny pack type of thing so you can tell ForF at distance by sillouette) but they are only visable to your teammates. This would also help reduce TK and FF increased by the removal of hovering name tags.
#10 SOUNDS: I'd love to see something closer to realistic sounds and volume levels. "Shell shock" should be an included feature and I think surviving a nearby blast should leave your ears ringing a lot longer than they do currently. Same thing with standing too close to a tank when it is firing. Also this last weekend we had an airshow that was basically 6 or 7 miles away from where I live. F-18 Hornets were present and you know how I could tell they were flying? I could HEAR them. From that far away! When closer and these birds are really getting with the program, that is about ALL you can hear. My point? Aircraft sounds should be almost overwhelming when very close and should be easier to hear approaching at a further distance than currently implimented.
#11 One of my best experiences playing PRMM was when my squad changed the tides of war by flanking the enemy at the their only dry-land cap and making use of the element of suprise. This ONLY worked because we coud spawn on the squad leader who had spent much of the round getting into the perfect position by himself. Long story short probably everyone loves being able to spawn on the squadleader, from a "fun factor" stand point, but as far as realism goes it's probably one of the least realistic features left in the game! Not sure what to change here to make it both fun AND realistic but there it is anyway...
#12 Finally I'm not sure how much this last bit is already implimented in-game so the very fact that I don't remember suggests it could be improved

: Sound from your surroundings should carry much more over VOIP than it does currently, to be realistic. Also, while it's nice to be able to hear your VOIP partner (by *automatically* muting the surround "FX" sounds some) it's not very realistic either. Might sound stupid at first but maybe a bind to plug your other ear would be helpful... that's what guys would do in real life, given the chance... they would lower their weapon to sling and use their free hand to cover the exposed ear muting the surrounding sounds some to better hear who is talking to them.