TLDR: The choice of 2 100s between mobility, recovery, and resilience is not equal between the three classes, largely because mobility is weak by comparison.
Let's be real here. The best Titans and Warlocks pretty much ignore the mobility stat. It only affects initial jump height, walking speed, and strafe speed.
So if a Titan or Warlock wants to move quickly, low mobility it is. That way they spend less time in the air and more time bouncing off of geometry.
And while strafe speed is important, it is pretty soundly outclassed by 100 resilience and 100 recovery, because even at 30-40 mobility you're strafing fine. Titans and Warlocks value getting to key positions in the map, leveraging peeker advantage, AND being able to close/stretch gaps faster more than having max strafe speed. And you really can't blame them when you break it down like that.
So Titans and Warlocks can get all the flinch and health benefits of resilience, all the recovery bonuses, and their class ability cooldown to max without any real sacrifice.
Hunters don't have this luxury.
Now the last thing I'm gonna do is say "Buff Hunters." God knows that won't go well here. Instead, I suggest buffing mobility to give everyone a reason to consider it a good option.
Three options here:
1. Make mobility affect sprint speed, ability jump height (not just initial), and slide distance. Rework movement exotics that do similar things. (Not nerf them to the ground. Just rework them.)
2. Make mobility affect AE.
3. A combination of the two above options.
[spoiler]I personally like options 1 or 3, because I think the best movement potential should be a build; not just slap on exotic X and profit. Getting to important map positions first is of the utmost importance in certain game modes.[/spoiler]
With these changes, all three classes will have to make a hard choice and commit to it. Some sacrifices will be made between all three classes, rather than just Hunter.
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Option 1 won't work. Sprint speed (according to them) already hits their "cap" when you are amplified...which is basically just using dunemarchers, so not much more. Increased ability jump height might be beneficial to an extent, but I don't think it would work either. There's no map geometry to support the bonus of increased height. Pve it might help hunters, but not enough that you would max it out over just throwing stompeez or lion rampant on for a second. Also fall damage, they'd have to make adjustments there. Slide distance also doesn't work because of the exotics or subclass bonuses like amplify or behemoth slide. Giving it a greater distance it could cover would be problematic towards the balance of the game and serve next to no real purpose in pve. Mobility affecting aerial effectiveness...I mean that could work, but I can't imagine they'd be throwing 20+ at you for it. Mobility I'm gonna say is just kinda screwed. It (much like resilience does when looking at health) holds such a fine line between game breaking problems. Going TOO fast would turn it into a game that the rest of the mechanics and most weapons don't support. Making you jump too high allows you to exploit areas of the map likely tailored to not give access. Sliding it just a pvp thing and improving it there breaks the momentum of the game (people cried about behemoth slide for a reason).