Crazy, I've never noticed that.
To hazard a wild guess, based just on the screen grab, perhaps one empty mag is part of the reload animation (the one in the hand) while the other is the model that gets dropped on the ground spawning?
Do you notice two mags sitting on the ground after you've reloaded or just one?
Yah, this is a weird one. Part of the solution is to just not be so close to cover in the first place. I see people with little tactical training do this all the time in real life before they learn to back off and work behind cover rather than on top of it.
But there's some odd video-game stuff going on. It's a lot more difficult to judge distance to cover on a monitor than it is in real life, so this can certainly happen even when trying not to. Also, if for whatever reason I was forced into a tight space with a rifle in a situation with an imminent threat, I'd never collapse the rifle muzzle up like the game does. I'd rotate the rifle on it's side and pull the stock over my shoulder so I could still fire at a threat.
I mean, the issue here is that re-ADSing is faster than trying to recover from ramming your gun into a wall by accident.
Yah, that's certainly a technical issue. It shouldn't be faster to un-aim and then aim again that it is to simply recover the rifle.
In real life, blood pooling on the ground is going to vary considerably depending on where someone is hit, what they're wearing, how they fall, and how mobile they were before they fell. But, in a very general sense, the blood pool size is not at all unreasonable for someone who has lost enough blood to have died or lost consciousness.
I definitely die to chemical mortars less often than any other fire support. I think the amount of damage is fine, it'll kill you pretty quick if you're in it, the clouds just need to have a greater effect.
In addition to your suggestions, they also need to penetrate buildings. Being able to stay completely safe by walking through an open door is silly.
There is no objectively correct orientation for "north" in the game - since there is no Earth beyond the map nor measurable magnetic fields and such.
Therefore, since flipping the map and changing the way player icons move on it would (I assume) take some work, why not just leave the tactical map as-is and change the compass display on the HUD to indicate north when pointing at what is currently "up" on the map? Seems like that should be an easy fix which accomplishes the same thing.