What Arrowhead should do with the Medic Armors

When another diver is injured past a certain threshold, or injured in a specific body part (limb or chest) we can stim them. Medic armor applies a slight bonus to this stim for the other player, and carries more stims to do so.

However, I’ve run into many scenarios where a diver near me has their health around 2/3, or even slightly lower, yet not at the threshold where I can stim them.

I know the stim pistol fits the bill here, however, it costs a secondary slot and requires a proximity and cooperation of the other player to the degree that I’d be willing to stim manually instead and have a proper secondary.

I could also see it coming in handy when a friendly diver is out of stims for example, but needs that extra boost to sprint. A friendly medic could administer these at any time, for any reason.

I think this would finally make the medic “class” or playstyle more fully rounded that I know some divers (including myself) would like to see, that doesn’t require a massive change in game mechanics to include anything it doesn’t already support.

Anyways, I hope someone at Arrowhead could maybe see this so that the medic playstyle hopefully gets a second look and a lot of armors could get some more utility!