In pr coop the emphasis is not on the medic, but rather on retaining other useful information like map knowledge (quad/mortar locations), when to use smoke nades, how to do everything efficiently (as an admin as well), and it's not like 30 people voted here, these are 14 regular pr and arma players - so I don't see the point in not trying out something new when we have the capacity, and to just let go of the prejudice towards the "flawed" system, cause when we first set it up it wasn't properly balanced (it's not now either, I don't use splints or tourniquets at all with our settings as a medic).
I mean if the point is always going to be load in, play the same mods, and just make variations of "take this hill" or "patrol this area and clear it" then why play at all?
Some of the more memorable missions (or moments) for me where I didn't care about how medical was working: polish's drug lab hunt and town raid with the bus, blizzards bistrica map fighting with the brdms, t-72 and bmp-2 and a shit-ton of enemy inf and armor, arguing with that yank that showed up to one of sausages missions (fallujah?) never to be seen again about formations, and ofc operation wet willy with the nightime spec ops blow up radio stations silently...
P.S. Specialized bandage use doesn't have to be enabled, if you get hit patch up quick and then seek a medic to stitch it up, if you're down the medic is already gonna stitch you after he gets you up, makes you stick to your squad for utility, use more comms and gives the medic something actually unique about his role.
P.P.S. Other than our formations and mil-sim tactics (which I guess we won't work on) we could work on communication more, and take more time to plan out attacks and such, it is a milsim game after all, the way that we modded it, at least.