- Myopic Munitions+Energy Exhaustion
You can only damage enemies by getting close, but by getting close you forfeit your energy which is a death sentence for most frames. If energy exhaustion is to encourage long distance engagements this works against it. Sure, I could just not take it, but then I'd be even more of a deadweight on my team with my bad selection this week. Additionally, it seems randomized loadouts is supposed to encourage build diversity, but I don't see how forcing a squad member to use Styanax to overguard the team helps in that regard.
- Overguard
Having enemies that can absolutely shred defence objectives and then also giving all of them overguard can get quite frustrating when you use your "free slot" on your randomized loadout selection to pick a CC frame to help out. Enemies simply waltz through any crowd control you try to apply and shred the defence objective, while if a dps took down the overguard they probably also killed it for you long before your CC could help.
- Variable contributions to a team depending on luck
I'm aware of the many other posts complaining about randomized loadouts- I feel although the intention to encourage players to not constantly pick the meta few weapons is good, it's executed pretty badly. If you roll an absolutely horrid set of loadout choices, which in millions of players a decent amount will, you will have to rely on your team to do the heavy lifting. Sure, maybe the gamemode is made to be team-based, but this puts the burden on players to team up with somebody that can only be tasked with one thing. And returning to the first point, I think most teams would simply have the one with the worst loadout selection pick a select few warframes such as Styanax, the ubiquitous go-to team overguard tanker and energy support, further working against the idea of adapting your build around what you're given since you're just gonna load up that one support thing for the 7/8 modifiers diamond reward.
- Proposal on randomized loadouts
Instead of randomized loadouts, I think a "battery" system could be a good compromise between player agency and not having the meta being used every time. Each weapon could have, say, 5 tiers of "charge"- This would be consumed upon fully completing a deep archimedea run for the week. An item then won't give any research points until 5 weeks have passed, with each week charging it once. Additionally, loadouts that the player completed the deep archimedea of the week with should be saved in a "ghost battery" state where any re-attempts on higher research levels for the week still considers those items at the charges they were initially used at.