SQUAD isn't Project Reality. The story of SQUAD.
"This game isnt PR". Yet it attempts to copy the very concepts that PR created - The FOB - The Rally - Mumble inspired squad chat system - AAS. So making an argument that SQUAD is supposed to be something different than PR, all the while still copying all the same concepts, except implementing them in an inferior fashion, isn't a strong argument you should attempt to stand behind, because its a flimsy reason for arguing against SQUADS recent slow patching back to whats been proven to work the best with these unique concepts.
Look how many different versions of the Rally Point SQUAD has seen since the KS days as its moved back and forth through its identity crisis. As a kickstarter and constant tester during the first few phases of SQUADS life, there was an understanding that certain mechanics that were at the core of PR's soul and balanced the game so well in both pace, intensity and enjoyment (FOBS, Rally, Revives, Crates) would need to be altered to account for early development challanges, no vehicles being one of them.
The thing that drove away a lot of kickstarter backers and the overwhelming amount of players that were from PR that funded SQUAD though, was the fact that OWI began to waiver and caved to the juicy influx of money from bringing on new players. To continue to bring on more and more new players, OWI had to keep the "action" constant, and the pace fast, as this is the type of gameplay the majority of FPS gamers enjoy, not the niche offering of what PR offers. So instead of reverting/changing these mechanics to be back in step with Project Reality's implementation (and the ebb and flow thats captured so beautifully in that game)
OWI instead kept the most offensive changes to these mechanics (buddy rally, wave rally, perm rally, everyone can revive, no dead dead, forgiving FOB overrun radius/amount of people) as a band aid and fuel source to keep new players interested, and ease the onboarding of players into SQUAD that had never even heard of Project Reality. This obviously alienated the original players of SQUAD, who over the months and years left and stopped playing, which unfortunately left a gap of knowledge untapped that otherwise could have been used to steward and help onboard the new players (from the countless free weekends and sales) to a more satisfying game loop that only Project Reality, with its very careful balancing and mechanics can offer.
This is the story of SQUAD.