Compatible ammo works for me. STANAG mags can be shared between FAMAS, M16A2/A4, M4A1 and HK416.. AK mags between AKMSU and AKM.. G3 mags between G3 and PSG.
Recoil primarily pulls your POV up not down as you're forced to continuously shift your aim down during controlled firing. But there is a slight shift down at the moment the weapon fires just before the kick. This seems to have been intentional as if to simulate the soldier anticipating the recoil, which could've been removed I suppose.
Bots see through non-solid geometry (sometimes solid or semi-solid if there are strange geometry cuts after the map build), any actor object, and masked textures. So they would also see you through any mover, such as doors because those are defined as non-solid in the editor (in fact just a purple wireframe).
There are scripting errors that I know of with all the weapons that have grenade launcher attachments (M16A2/A4, M4A1, HK416, AKM, SCAR). Create a M16A2 loadout with M203 and only smoke 40mm grenades, no STANAG mags - the initial loaded grenade will always be the standard high explosive 40mm instead of smoke. With the M16A4, M4A1 and 416, create a 40mm only loadout without adding the M203 attachment and you will still be able to fire/reload grenades from a weapon that visibly has no grenade launcher attached. This effectively becomes an exploit as you gain that extra stamina that was normally lost from the attachment; plus, since some of the animations that are specific to the weapon meshes with M203 don't exist when the M203 is absent, such as reloading 40mm grenades, those animations are skipped and reloading is suddenly much faster. Ironically, with the AKM, the effect is similar but to your disadvantage. Creating an AKM 40mm only loadout without the GP25 will give single fire bullets instead. With the SCAR, however, it's much less drastic. Create a SCAR loadout with at least two of its 40mm grenade types that are not HELLHOUNDS and one of which is the M441. The initial loaded grenade will be the M441. But when you initially switch to the next grenade type, the M441 shell that you remove will look like the elongated grenade type of the HELLHOUND but with the M441 texture. So this is just a visual error and it only happens on the initial swap.
There are also some strange bulk problems with certain loadout combinations that start you off with full stamina, but register a decreased stamina if you were to drop your weapon and pick it back up.
And I recently learned about a bug with the new USG pistol. If you reload the USG while aimed, you will no longer be able to jump with the USG in hand unless you drop it and pick it up again. Oddly, this doesn't happen with the Soldier Plus mutator active.
These bugs I've mentioned are attributed to what some may refer to as inept programming