EC's design has trended towards fewer, more impactful item slots in each loadout over the course of development. You could say that we’re drawing from Tribes 2 (an old favourite of some devs) and games like Call of Duty for their loadout systems, although we intend our equivalent of “perks” to be heavily Warhammer 40k-themed.
The point restrictions of each item in a loadout is directly inspired by army building for the tabletop game. We want players to test and refine their builds, trying to make something viable out of the options and constraints before them. We're hoping that, in doing so, players will discover new playstyles – and as we expand on or balance the items, new possibilities will emerge that the community will enjoy sharing.
Acquiring weapons and their modifications through a randomised reward system has been part of game direction since the early concept phase; inspired by a similar mechanic in Mass Effect 3 multiplayer.