Okay, so I've got new specifics about my current idea for the health regen system I've been proposing. So, the segmented passive health regen in thirds stays the same. Then for a mixture of ammo reload health regen and health drops with the following restrictions. A player can only pick up a set health percentage regeneration pack from an ammo reload station (a 'freebie' health pack) if their health is all the way down to the last segment. If their health is in the second segment, they can get all the way up to 67% through passive regen, so then if they want to bump their health up to 100%, then they use health drops from dead players.
MJ, I too am frustrated by rabbiting. I learned, through personal experience, that it isn't a great tactic because while a player is out of the base leading a merry chase, the flag can be returned and gone. However, if a player has the flag, they can't regen health with the system back in IA, and I don't think that there's any reason to change that.