-If the target is running towards or away from you you get a bonus % to hit them, if they are running left and right they get a dodge bonus.
Current system is more flexible.
-AC bonus will also apply when player is standing as long as that player is not firing or have less than 3 ap available
This makes utterly no sense, you get armor class for standing, but not when standing with less than 3 action points available or firing then what's the point of having the armor class at all, or involve it in any build if in practice your either running or wasting action points on a constant basis that way having them at low amount.
I don't even understand what are you trying to achieve with this kind of change, I don't see any relevance.
-Firing on an empty clip will reload the weapon
This should rather be moved to Fast Reload perk.
-Unaimed criticals will have a small chance to cripple a random limb
I like this idea and I can tell you that it's very easy to implement by the way, small changes in the critical table as there already exists a Random modifier for critical hits which does basically just that, makes a roll to cripple a random limb.
Though no idea how this fits with the whole picture. Seems like another suggestion with randomly mashed up stuff with whatsoever no goal, no larger picture, because there isn't any at all for you, right?
Why do you even make suggestions, why did you wrote this suggestion?
-Grenades and rockets will be hex aimed only with a 1.5 second delay between clicking and explosion/damage, small chance to cripple random limbs for both.
There isn't Hex shooting for Rocket Launcher implemented even and it has been suggested multiple times, besides what are you talking about, grenades are completely useless through hex throwing already and you fail to realize that this delay isn't necessary because these weapons are already balanced through other means.
-Once you fire a gun you go immobile and shoot each bullet individually at a high rate of fire, each bullet chance to hit/crit is calculated individually over 2-3 seconds depending on clip size.
-1 handed weapons are exempt from the immobility but at a reduced chance to hit if they are moving.
Why and how is that different from now?
If you'd actually participate in some competitive action lately or ever you wouldn't ask that question and I am not going to try to explain that much, you will just have to trust me on that otherwise you'll be forced to hear things you don't like and don't want to hear and answer questions to which you don't have any real answers.
In short, mobility is what 2238 is recognized for, all other servers don't support running in combat what is more or less what you would achieve with those kind of changes.
I don't think I have to tell you that it is a major flaw for combat in other projects, for the countless time, realism is not the answer, gameplay is.