Absolutely, yes. This was a line in the sand we drew super early on.
Our theory is that one of the greatest things about Apex combat is that it *can be* (isn't always, but can be) proactive rather than reactive. What I mean by that is that in many other games, particularly games with a low TTK, combat comes down to how quickly you react to what the enemy does. Apex creates 3v3 engagements where you can predict to some degree what the enemy will do and get ready for it. This feels a lot more satisfying in the long run than just having amazing reflexes (and those reflexes of course still matter). A core element to enable proactive combat is what we call well defined front lines: you know where the enemy is relative to you and crossing the front line is a definite moment of escalation. We achieve this by, ironically enough, slowing movement down a lot. Titanfall 2 definitely never had well defined frontlines: everyone was just grappling, double jumping, and wall running all over the place.
So, what does this mean for Valkyrie? Well it means that her flying, which breaks a lot of our movement rules, cannot in and of itself be an aggressive moment. She can't fly out over a building you considered safe and start shooting you; she cannot just negate the cover you're behind by shooting at you from the air. That would break a lot of what makes Apex combat good. So instead we made her jetpack really loud and noticeable and required her to land and bring her gun up before she could reengage you. This allows her to reposition aggressively, yes, but also gives you time to get ready for her; make a plan what you'll do once her gun comes back up.