Environmental effects (night, rain, radiation).
When i was longer in Glow, i remember that even i toke anti rad drugs (rad x) to gain 95 percent resistance (max. resistance), after some time, my iradiation raised to level, that even i used rad away, my SPECIAL dropped (first a little, than huge). So i.e. my sniper power build char was unable to shoot aimed shots to eye (head). And different BG powerbuidls were unable to use their primary weapons or at least to use them maximaly (only one burst from two bursts with lsw,...).
So i imagine that very same effect could exists, if you stay longer in radiated Gecko. Combination of new TC system, where players will have to stay longer in city, if they want to raise influence (influence TC system)
, players with "powerbuilds" projected to sustain this amount of radiation (anti rad perks, builds not created on the edge, with reserve of AP, ST, but also with enough anti rad drugs) could be more effective than players with "basic powerbuilds". But even non powerbuilders could be better than basic powerbuilds. This could lead into situation, where more stronger and numerous factions could not control Gecko city and even small factions with alternative approach could control it very easily. = theory, i know. But look at current PvP. Does not dominate Long range builds in Modoc and Klamath, and BG builds in Redding? In very far future, it could be ghoul chars..
Rain and Night.
It could be nice tactical advantage, if you attack at the begining of night with night builds and night equipment, and if accidentaly rain will fall and powerbuilds will be able to shoot only 1 burst instead of 2. The amount of perception or agility reduction could be different, also i can imagine traits, weapons with night visions (less powefull than basic one,..). Yes, it could lead into night or rain alts, but also it could lead into more universal chars, instead of "on the edge powerbuilds."
Sandbags
I did not seen any walls of sandbags in TLA or Requiem. Even idea of surrounding spawn points with sandbags as a trap is wrong. N.1 requirement for trap is surprise. If you can see that surrounding sandbags from preview, it will only notify you, that there are PKs.. so "basic" player could prevent contact with PKs, or he can contact "antiPK", or he could enter by different entrace (of course, this could be trap, but players should think too). I am afraid that adding special layer to maps, where you can or can not put sandbags will be harder to implement and it could be unnecessary. Also, even my idea is wrong, i think that sandbags could very simply disapear from game, like LSWs :)