It takes teams with dozens of artists and programmers working full-time for years to make a modern looking game. Making actual content for maps at the game's current "fidelity" is a much better fit for our team.
Yeah, you guys are completely right with focussing on gameplay. However, just to throw this in here: Why not go in the direction that most indie games go? Screw high-res textures, hugely detailed environments, soft shadowing and all that. Forget trying to polish Legions into being a realistic looking shooter. Instead, use a distinctive art style that looks interesting, yet is not very heavy.
Without overhauling the entire art direction you could achieve a lot with post-processing and shaders. The first thing that popped in my mind is cell shading. It would fit very well with the art direction for the weapons/characters. Take Warsow for example: its bright colours, cell shading and very polished art direction make sure it's visually pleasing, though extremely simple. Its geometry and model support is really not that different from Q3, yet it looks interesting. Gameplay isn't compromised by it, either.
I'm curious what the possibilities are with this 'limited' engine. Can it handle post-processing? To what degree are shaders supported, and so on? Or even simpler, is it possible to overlay a translucent texture over the players view? (This makes it effectively a photo filter, it's an old trick used to fake post-processing in outdated engines.) If they can be achieved, these could be relatively small changes that make a big impact in the way Legions feels.