What I really don't understand is why they went with this "easymode vanilla", without making "hardcore" actually more like TAMW, me and others want DayZ to be like. The way it is now, there is no need for a "hardcore" tag, as it is all too close to vanilla. It even makes it harder for the real hardcore servers to be noticed, as "hardcore" isn't really "hardcore" anymore.
I agree with nearly all TAMW's points as well, apart from the blood damage. It would be more realistic if there were different degrees of bleeding, so that if you have one wound from a 7.62x39 bullet it bleeds more than if you run with bare feet somewhere and get a single scratch. There should also be some kind of penalty from being low on blood, say reduced stamina. Which I wonder if might be true, as less oxygen will be transported to the muscles? The initial blood damage equivalent would be the fact that you need longer to patch up. It feels a bit strange to get shot, and then potentially have solved the problem 10 seconds later if you have the balls to sit down for that long.
There also needs to be a larger variety in, say, ammo - both in terms of types and condition. Like, any random stack of ammo found on some random table in the apocalypse is sure to be anything other than pristine. AFAIK there used to be some kind of mechanic where you could inspect the bullets and keep the good ones? That sounds like a good compromise (with the best ones being "worn"), and if you want pristine military rounds - you visit military checkpoints and so on to look for unopened boxes. Then you can have armor piercing rounds found only in tier 4 (maybe a very slim chance in tier 3). This would mean that even when you have a few stacks, you'd still have good reason to improve your loot, as you most likely have a fair share of damaged rounds etc (better than nothing), or not enough precious AP rounds in case you run into a squad with plate carriers.
I'd also like to see wind be a factor when sniping especially. This would mean you'd have to get closer to your target on windy days to be sure to not misjudge the wind and miss by a few inches. Bullet drop helps a bit, but as it stands now, it's all about getting that hunting scope - which is not even that rare at all. Do we need to be super soldiers to be able to enjoy a gunfight?
Going from empty handed to "rifle in hand" is also too quick, there needs to be a more reasonable time to get a gun from your back to your hands. A pistol from a holster should be quick, but that's about it. And if you want something from your backpack, you should have to hold the backpack in your hands first. There's more than enough space elsewhere for important things like ammo and magazines, or medical supplies. if you need to grab that M4, don't bury it under a pile of garbage in your backpack. This would mean that friendly people can be trusted more easily, as if they don't have a gun in their hands, they will not be able to spray you down unless you really want them to.
Also, the suppressors need to change to something more realistic. They do NOT make guns very silent in operation, and they do NOT get ruined after just a few dozen shots. Certain things cannot reflect real life (like broken bones, which cannot heal fast enough for any kind of video game experience to make sense), but this seems like a very unnecessary thing to do. Suppressors are luxury goods, not required for survival, by any means. And there's always the VSS...
That said, if the devs are not allowed to fail, it's hard to make good games. Like, if they want to find the sweet spot for bleeding parametres, surely they have to make errors both ways. We've had situations where bleeding barely matters, and other situations where a papercut would be a life threatening experience. This means they are more likely to find a proper balance later on. This goes for all aspects of the game.