Sheamus,
I understand the problem you want to handle with that feature request (players not caring for their virtual self when facing a virtual bullet storm).
But then I have also experienced implementations of player suppression in A2 like e.g. tpwcas. Tpwc made those effects optional which I highly appreciate.
As I said before to me effects like screen blur and especially an overdone increase in weapon shake are real immersion breakers. They disrupt the connection to my virtual self in a very rude manner by making my mouse behave like there was grease on its sensor, and my screen suddenly looks like I had the wrong video drivers.
I think the suppression effect in the game should be achieved by (virtually :-) ) the same means as in real life: Letting the player know that there are lots of bullets around with his name on them, and that he would be well informed to do something to avoid imminent virtual death.
For me the sound effects of passing bullets do that job very good. They are much better than in A2 and really scare me. And in addition the particle effects and sounds of the bullet impacts on that house corner give me a good
idea what to expect when trying to peek around it. I _never_ expose my avatar to virtual death or extreme danger unthinkingly (unless it is very late and I want to go to bed). And when I do so I usually pay the price immediately.
BTW, like my alias may indicate and to my personal regret I am no 'kiddie' anymore :-) though I must confess I have played CoD. In my opinion what makes a good 'simulator' game is the complexity of game play and the freedom the player is given. It is not a mandatory key feature to make game play as difficult and painful as possible.
In general the BIS games have kept a good balance there and I like the gradual evolution of the ArmA series. (Otherwise I would not have spent all those months of my lifetime playing OFP, A1, A2,... )