Free upgrades: I think the experiments with this were enlightening. I loved the aggressive nature it brought to the game, but I also dislike how one dimensional it made the game. Now, we have to find a way to keep the aggressiveness of the game, while also making the economy an issue. I'm starting to agree with some folks that we need a deathmatchy mode, and then some more competitive modes.
Simple Momentum: The idea of momentum is that the inner workings are meant to be opaque to the user. Doing what "feels" right, like attacking, killing, building, or helping your team in some way should result in momentum. The goal was that players shouldn't have to think about what they're doing. Just keep playing and the momentum would come. I'm not sure simplifying it is necessary. One of the strengths of the momentum system was that it was so flexible to make it easy to promote active and aggressive behavior by weighting different activities differently.
No camping: eh. People get stuck in their base due to constant rushing, so I'm not sure I have a good feel for what this mechanic entails.
Unlocked Buildables: Seems good to me actually. Poison at the beginning of the game is kinda lame, and tbh, I'm starting to turn on the poison mechanic. It's horribly unfun when you have to run back to base because you got a love tap from a dretch.
Build anywhere: This seems okay, to be honest. The fewer restrictions allow for more risky forwards. I don't like the lack of OM/RC requirement though. The idea of a weakpoint seems fun. Power restrictions force humans to uncluster their bases and nades force aliens to uncluster their bases, so spammy bases are less of an issue than I expected.
Build Points: We debated this early on and decided to go with aggregating resources instead of a pool, because we wanted to reward map control held on for a time. I think this decision was wrong. It entrenched a team and allowed them to basically spam bases whereever they wanted forcing long turtle games which were super boring. I like build points now. Less BP forces builders to be more judicious with build points. Also slightly more forgiving because you get BP back when you lose them.
Stamina: I like stamina. It adds another dimension to movement. I also dislike strafe jumping as medium of getting around. I really only like strafe jumping when used in combat. Instead, we should find other ways to move humans rapidly around the map.
Locational Damage: This takes getting used to when coming from Tremulous. I think this mechanic is good in what it does in that it makes it very clear how much damage you do. If nothing else, we should definitely keep the increased damage from back/sides. Makes alien flanking tactics much more effective and fun. That said, it makes aliens slightly more dissatisfying without having the head as a target.