Good network adapter and enough bandwidth is the best protection against DDoS in general, also there are some OS low-level settings that can be enabled to drop malicious packets. This is all relevant whether its a game server or not. The NS2 server itself can have bad socket handling, and we just need to hope Max gets it right.
Also NS2 won't be the "same" because every engine feels like itself.
I agree that lerk bite should be included. Spikes make it boring and repetitive.
Bunnyhop for other than skulks would be cool but not necessary. Adding movement skills doesn't make the game itself noob-unfriendly. For example, in Hearts of Iron II there are lots of tricks that you simply cannot know without looking up on the web. Super Smash Bros Melee has wavedashing which is similar to bhop. Neither of these don't make the game bad, instead they add lots of depth to it. Unbalanced teams cause bad games, not special skills. Having ranked servers which can set the number of games a player needs to have played before joining them would be one solution.
Best of both worlds is to have lots of movement skills to keep the game interesting for competitive play, and address the issue of unbalanced games. You cannot fix that top-players are going to demolish any beginner in the game, but you can set up mechanics to avoid such unbalanced games.
Afaik, HLTV won't be in the initial release but Max said it'd be in the updated to come. Until that we can have the ENSL Livestream that we have now tested. Only issue is now the lack of sound, but atleast shoutcast can be mixed in. Yeah, mr. McDonell im looking at you!
Remember that they are not planning to add any feature that is not worth extending the ETA. Also they are keeping exta stuff minimal because they have added LUA and extensive scripting features.
In my opinon, external tutorials for basic stuff are bad game design. Instead have an interesting single-player practice scenario, like there was for NS1.
Gibbz, rate enforcing is in my opinion half-useless. It helps a bit for those who have no clue about rates, but doesn't really stop abuse, apart from maybe changing the rates with some script. Instead, I'd like to see server setting maximum loss, choke, ping etc.
For the commander:
A player camera is rather useless. It doesn't provide any other information that commander doesn't have. The only useful purpose is that you can say: "lol get aim". Besides, it would take a bunch of the view space that would a lot more useful for something else. If its toggleable, then no problem but prob. not worth the trouble.
Sequenced waypoints is a good idea, mainly for the public though. But who knows, maybe waypoints could be used competitively. Now they are somewhat limited. If you could sequence waypoints like build that, phase there, cap that, weld that, attack there it might be useful. It could also have ability to select spawning marines. Now its just a lot more easy to say all that over voice com.
Seeing HP's (and armor) and RT count all the time is very useful
Resource Model could be like in SupCom for several reasons. First of all, it makes it possible use sequenced research with pausing. This also decreases the amount of micro-management needed. While the CC shouldn't be doing comms job, the success rate of comm is directly propotional to the number of enjoyable games there are in NS. It doesn't really hurt the gameplay when the job is easy from the technical side, as long as its challenging on the tactical and strategic side. Having to remember and do less stuff isn't bad idea when the CC is not doing decisions for the com.
Anything to help new comms is a good thing in general as long it can toggled for experienced ones (like tips). Verbal reminders for excess res or lack of res towers would be good ones. They could do a lot more for new comms such as remind to drop weapons when there are fades around.
Height is a very important thing like Bacillus said. Just like in SSBM (super smash brothers melee) its annoying when the camera zooms out and its all about hitting the right pixel. Its also rather annoying to look at small things. Maybe the mapper could also specify some kind of brush for the commander view level. Now I remember it was specified by some fixed height number, which isn't flexible. But rather, just keep the maps more flat. Ability to zoom in and zoom out using mousewheel is great. Especially in SupCom the units will become icons in broader view. Then there is also no need for map to move around.
Minimialistic HUD is great. Now there is a pack to have a transparent and minimalistic hud for NS1 (namely nL pack). The photoshopped com UI that was seen was great, but even more can be taken out. Maybe there could be some more bloated default skin, but then experienced comms could use more minimalistic version which puts functionality beyound outfit. Buttons can be small for such skin, because hotkeys are used. Map, action buttons (the right corner buttons currently), info bar (res, rts), logout and icons for requests are probably the only ones needed. Maybe the cartographic view of SupCom could be implemented in NS2.
Current hotkey system is awesome. However, teaching all the hotkeys is another question. Maybe the normal com UI skin could have some button to show a very visually explanative picture with keyboard and hotkeys. Its a lot better option than going through the menus for key configs.
Polling is unnecessary. Having a message or icon to show when some structure is idle is a good idea. This could include something like arms labs, armories, tfacs, sieges, full-energy obs etc.
Teaching new comms all this is another question. Tutorials are one thing but they tend to be rather boring. Most of the people won't read web tutorials or the manual anyway, so this is something a lot of thought needs to be put into. Radix made a great point. He went into the chair, put a TF and few turrets, got ejected and didn't know what he made was wrong. Now we can expect very many people doing the same in NS2 if its only possible. While only real place to learn to com is the CC, there should be something the comms need to do before getting in there. More discussion about it here.
The commander tips is a copy-paste from UWE forum's Commander Topic.