>let me just link to my other meaningless post
nothing you listed is actually a trait of the player character, from a mechanical perspective.
Dual wielding is not a trait of your spartan, it is a trait of certain weapons. they can be picked up and used doubled up or in combination with one another, at the expense of melee, much like the energy sword is a weapon you pick that gives strong melee at the expense of a ranged weapon slot
Hijacking is not a trait of your spartan, it is an action that you take when an enemy vehicle is next to you to take control of that vehicle. It's about as much a "spartan trait" as being able to push buttons to open gates at will in 3 is
ripping off gun turrets is not a spartan trait, it is an action that you take while operating a turret. Imagine if there was a weapon you could pick up that drastically lowered your movement speed but didn't need to reload and had decent range and damage, and then realize you're describing this weapon as an ability.
Equipment is just an item you pick up that has an effect when placed. Imagine calling the sticky detonator from 4 a "player trait".
In CE-ODST, players could do the following things: walk, jump, melee, throw grenades, and shoot. Literally everything else they added that you call a "player trait" is an object interaction. This fundamentally changed in Reach and continued to change more and more up to the present. In halo 5, the things you the player can do are: walk, jump, sprint, hover, thrust, clamber, ground pound, zoom in with every gun, throw grenades, melee, and shoot.
Past Halos easily managed to stay new and fresh without the need for radically changing the base formula via ability bloat. Yet you accuse US of not being creative enough to "evolve" the series.
This is all even funnier to me now. Knowing you took game design courses and yet can't distinguish between an environmental interaction and a base player ability, fucking hysterical.