Yes! And also tweaks to the AI in general. Have enemies lay down heavy artillery barrage on certain spots to cut that path off, use of supression technique while some circle around and flank, allow doors on buildings to be destroyed (since they don’t want to/can’t make the whole buildings destructable).
Allow for more enemies to enter buildings (ticks should def. be able to on a more consitent level). Improve speed and scouting radius of seekers, allow them to call in reinforcements on a far greater distance. Let them have an easier time spotting you than the opposite, unless you’re built heavy into stealth. Have tanks charge you more randomly, and not only when you shoot off their weapons.
In short, I would love to be the hunted and not the hunter!
If the game were to evolve in this direction, it would be even more important with good teamplay compared to the run and gun gamestyle of today. It would probably also mean there would be a greater need for ways to escape. Manholes that would allow you to enter a sewer system in some of the villages, more caves to enter.
Have enemies patrol certain paths instead of randomly wander around, to be able to trap easier.
There are plenty of options to evolve the gameplay vs what it is today, to make the experince both harder but primarily more interesting (a difficulty slider in the game options could be an option for people finding the game too hard after a change like this).
Simply putting on more and more armor and making the enemies hit for higher damage is, imho, the lazy way to improve difficulty, and doesn’t make fights more interesting (that’s one of the reason I don’t like the dot damage from all apocalypse enemies, for example).
Evolve AI and behavior, let enemies stray from the known path/behavior so you can’t so easily predict what they’re going to do.