Ok, I am absolutely loving this game in almost every way, I think it would do better to try and embrace the MOBA genre a little bit more, however. Now, the only MOBA I’ve really played is Smite, so perhaps I have a skewed perception of what a MOBA should be, but I feel that Battleborn is not reactive enough. Smite seems to me to thrive off of being able to react to what your opposing team is, particularly via items. I think that Battleborn’s loadout system can be altered ever so slightly in order to encourage more defensive or reactive gameplay. I think it would be a good idea to have players select their loadouts AFTER the enemy team is revealed in the pregame. Let me propose a few examples: I play Rath, so I am focused on dealing heavy damage to enemies so I can restore life. However, the opposing team has numerous shield-heavy heros, such as Reena and Kleese. It would be beneficial then to have an item like the De-Turtler, and other items for adding shield penetration in order to avoid being hosed as Rath. However, the De-Turtler is (in my opinion) not strong enough in the current meta to have in my loadout. Being able to select as I see the enemy team will help me work around this issue and not have to focus too excessively on the metagame. As another example, the opposing team is running aggressive CC, such as Galiea or Kelvin, characters with lots of stuns. It might be a good idea to have some items that reduce my CC time. However, as before, this is not necessity enough to run in my default loadout.
TL;DR - Change the order of the pre-game sequence so you choose your loadouts after seeing the enemy team to encourage reactive, in-depth gameplay.