Quick play offers a diverse experience that sometimes turns into some players running ahead and those that take weapons with less speed on builds that do not offer extra movement, to struggle to keep up.
I see frequent complaints of players across various platforms on this topic. I love the fact the weapons offer different movement speeds, dodge distance, sprint efficiency, etc.
However I think just like Critical hit % chance is capped, we could also use a movement cap. Classes/builds that already have lots of movement then take the combat blade or other fast weapon types and are essentially able to out pace the entire team leaving everyone behind.
A way to mitigate this is to take sprint efficiency and stam regen on curios and take movement talents if you have them, but this is only a small difference that does not solve the problem.
I suggest capping total movement speed and creating a new perk for curious that increases movement. This makes it so we do not need to nerf any of the weapons and each one can remain special, but would remove the incentive to stack movement on classes/builds, that already have it in spades.
This would do nothing more than what vets and psykers do when considering crit%, as you reach the cap you would simply take other options.