For example, the barb wire fences on Twisted Steel. If I run up to them, I have to hit jump (vault) several times to get over it instead of once. Sometimes moving on rocks can interfere with forward movement and requires multiple button presses (like on Hamada). And Devastation is a big ol' mess just from the map's complexity.
Sometimes after dropping down and bipod deployment, I rotate and the bipod just drops and the gun floats (mostly a problem with MMGs). I believe this to be terrain related, but frankly I can't see the terrain at that moment, so I can't compensate for it.
I think that using the direct spawn view adds no value because of the field of view limitations. If I spawn on a friendly using that view, I often get shot in the back because they are getting flanked. It is much better to always zoom out and use the larger tactical information to judge where to spawn. Squaddies are often not the brightest people.
I see your points. We do have some improvements we want to do to ground detection in general, but it's a tricky subject to touch since introducing new issues on that topic would be very bad. The issue described in the first part does also cause the issue described in the second part, the way we detect the ground also sometimes causes slight movement when turning around your axis, which causes the bipod issues.
We talked about it internally before the vacation started, when the required people are back I'll try to push improvements on these topics, since I also find it very frustrating when input is canceled out for no apparent reason.