Okay, so I already figured out its impossible, but this is what I came up with.
SCOUT/INFILTRATOR:
*Melee Weapon
*Sniper Rifles
*Pistol
*Binoculars
*Anti-Personal Mines (2)
*Anti-Infantry Grenades (2)
*Mini Probe Droid thing
STORMTROOPER/REBEL TROOPER:
*Melee Weapon
*Blaster Rifle/CQC Weapon(Fletchette/Blaster Cannon)
*Pistol
*Anti-Infantry Grenades (2)
*Smoke Grendes (2)
*Homing Beacon
*Assault Droid
SUPPORT TROOPER:
*Melee Weapon
*Light Repeating Blaster/EMP weapon
*Pistol
*Fusion Cutter (Repair)
*Generator (Resupply)
*DetPack (3)
*Repair Droid
MEDIC:
*Melee Weapon
*Carbine Blasters/Heavy Blaster Rifles
*Pistol
*Bacta Canister
*Defibrillator
*Biotic/Sonic Grenade (2)
*Medical Droid
Heavy Weapons Specialist:
*Melee Weapons
*Anti-Armour Weapons/Mortar Guns/Deployable Heavy Repeating Blasters
*Pistol
*EMP Grenade (2)
*Anti-Vehicle Mine (3)
*Portable Shield Generator (1)(Pick-up, Redeployable)
*IT-O Droid
OFFICER:
*Melee Weapon
*Pistol
*Binoculars
*Spawn Beacon (1)(Pick-up, Redeployable)
*Sensor Ping
*Ammo Box
*Bacta Canister
And I take back my post in the accuracy topic. Sniper rifles, Mortar, anti-armour weapons, CQC weapons, and blaster rifles should be made more accurate to represent them being made for combat while the support weapons from other classes be left alone to represent inefficiency in combat and allow players to focus on their supporting roles.
Again, its impossible, but this is my ideal setup. And it might offer for a basis to get idea from and build off of so I'm posting anyway.
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