We have four (well five, but who uses the fifth) operative slots, and each game we are given 1 minute to decide what loadout we are going to use and with incomplete information about the rest of the team. Swapping in operatives is something required before game and takes quite some time.
I can appreciate that AI costs might be a limiting factor with having in too many additional operatives; however, there should perhaps for future modes be a prolonged phase where operatives have clearer views of all the resources of each other.
Additionally, if Fatshark were able to leverage a faster character switching, there should also be consideration into having modes where you can swap operatives or builds in and out during a mission.
For example, in one mode, players would only have one life, and couldn’t be rescued but one of their other operatives could be dropped in.
In another mode/mission framework, players could swap out gear or loadouts in response to different gameplay/styles, for example in future, a mission might have a stealth optimal component, then an assault optimal component, then maybe something more defensive.
Additionally, maybe even permit players to drop beacons for additional players in times of trouble; allowing an additional operative or team of operatives drop in to try and salvage a run. Make these cost considerable ingame money so players have things to spend money on.
Additionally, Fatshark should also consider different team paradigms, such as two and three person missions; as well as solo missions, that focus on various achievements and honing certain skills; or showcasing certain combinations.