Let's try to tone things down a bit.
Here's the thing, you can technically be good at abusing AA's to get a high K/D, but that doesn't make it right. Using AA's to get kills is easier to do than using your wits to know where your opponents are, with what weapons, and position yourself accordingly. This takes more skill to pull off than spawning with active camo, finding a nice corner, getting kills on unsuspecting passersby, and occasionally moving. The reason people do not like these abilities is that they took the old things you did to be good (playing smart, watching other players movements, thinking carefully about your own movements, controlling important positions/ weapons, etc...) and threw them out the window. Suddenly, these things were all less important than they used to be, as using the AA's got you more kills anyway, and more easily. Many players boycott these systems when they play for this very reason. It's the same reason I don't use Supers when I play Destiny PvP. Those systems devalue the old systems that took more skill to execute, thereby making the entire game less skill based.
Now, I've heard it argued that "why doesn't everyone just use these systems." This issue is something that Schnitzel brought up earlier: it makes it nearly impossible to predict what the enemy might do. When every player has access to the same weapons and abilities off spawn (something they are doing in Halo 5) players can have a reasonable chance of predicting what they will do with those items. You can also watch another players movements and say with reasonable certainty what weapons/ pickups they will have at what time. Having load outs with different abilities and weapons breaks that, because players have no way of knowing what the other player will spawn with. Now, this makes little difference if the choices are very similar, such as choosing between a BR, a magnum, and 2 frags or a Carbine ,Magnum, and 2 Frags. But when weapons with very different ranges, such as DMR and Light Rifle are introduced, or abilities, players can no longer have a good chance of predicting what an enemy might have, so they cannot prepare for an encounter by making smart decisions. Do you see how this breaks the whole system? When both players know that they spawned with the same weapons and abilities, they state to strategize about what weapons/ pickups they may have gained based on where it looks like they were at on the map, what weapons were up, and then they can try to predict where they may have spawned, what route they likely took, and can try to position themselves accordingly. On the flip side, if a player cannot tell what abilities/ weapons the other player has before an encounter, both players are now going into the fight relatively blind. They can still try to make predictions on some things, but now players are facing the potential for complete unknowns in every encounter.
This is why equal starts matter. Players who have been practicing for years, who are very smart in predicting on the fly where another player went and what they might be doing were suddenly told in Reach that their skills were not as important as they used to be. The skills it took them years to hone were being replaced by unpredictable abilities, that new players were going to be able to beat them in a matter of days because skill with Armor Abilities was more important than skill understanding other players movements/ controlling the map. That's not ok. You might like using Camo to sneak around the map and kill people who can't see you. Fact is, so do I. I have a very sneaky play style myself. I recognize, however, that if I'm going to be invisible and other players are not, I should have to work for it and earn it. It's a benefit that makes it easier for me to play the way I like to, so I should have to demonstrate skill and smarts if I'm going to get that benefit.