Alright, here's what I came up with as I was falling asleep. This should satisfy the people who want locational stuff, i.e. Locke you might like this, although both twists on this solution keep the weapon energy based. I tried to think of a representation of how a weapon's ammo would keep charging up / refilling, and it didn't seem very good, so I came up with other representations of a similar idea.
1.) Instead of a locational effects being somewhat arbitrary (as in, okay a second ago I was in mid-field/defense, I take a step forward and now it's considered offense), make it so that the sniper rifle's effectiveness is based on whose SENSOR NETWORK you are in. As in, benefits for being in your own sensor network, etc. This could be done two ways...
a.) Damage - when in friendly sensor network, 100% damage. No sensor network, 50% damage, enemy sensor network, 20% damage you get the point, those numbers are pretty arbitrary.
OR/AND
b.) Charge-up time - I know some of you are against the charge-up time but this might be able to satisfy both crowds. When in friendly sensor network, practically no charge-up time, maybe half a second, or one second, when in no sensor network, a little longer, when in enemy sensor network, too long to be effective, or something, you get the idea.
While this does make the locational thing less arbitrary, it might put TOO much pressure on the importance of sensors. This could also be good though, I always thought that nobody paid enough attention to defending/repairing sensors in Tribes. Also it brings deployable sensors more into play. If a sniper wants to o-snipe effectively, at least make him haul a deployable sensor out there, this way he'll be confined to its radius. (that's even assuming we'll get deployable sensors...)
Alright, good night. Can't wait to see what comes of throwing these ideas out there.