Out-of-bounds grid
I actually had very little to do with this decision (even though we had the same thing in TR2). But I want to point out that it's not going to be very "bouncy" by default. It's intended to politely prevent you from exiting the mission area.
In typical outdoor missions the boundary is far enough away that you can set up a variety of cap routes. Think Snowblind or bigger in terms of mission area. There's lots of room in Snowblind for evading chasers and (if the flag was in the open) setting up routes.
The OOB grid will be visible when you're near it and will also be clearly marked on your radar and command map.
Repair kits
I, too, initially mourned the loss of repair kits. And contrary to what Thrax said, the decision to keep or remove them is not mine alone. But I'm becoming used to it. We gave each armour more health to compensate.
The repair pack is pretty powerful right now. As has been pointed out, this might lead to new roles. There's also another repair-related trick we have up our sleeves that will be interesting to try.
And in single-player, just to clarify, you get a nice little repair PATCH with each kill as a reward.
Mines and deployables
Yeah, so mines are deployables now. And you can carry both a pack and a deployable. We're considering allowing mediums and heavies to carry more than one deployable.
This means there *is* a form of mine discing in the game. Currently it's not very useful (you need to deploy the mine and then shoot it), but we've considered ways to make it more useful. Regardless, mines (like vehicles and all deployables) are a function of map design now. Some maps might have lots of mines available to defenders, others might have none.
Catapults (aka jump pads)
These are map-dependent. Some maps have them, some don't. You run over them and they propel you.
Disc jumps
Thrax already pointed this out, but I wanted to re-emphasize: disc jumping in light does NOT almost kill you. It takes you down just below 50% health. And you spawn in medium, which lets you do naked disc jumps with even less of a penalty (I LOVE the chasing aspect of Tribes and would hate it if I couldn't chase someone immediately after spawning),
KP