Well my main issue is TCs lazy coding making the game consider the weapon you’re holding as the damage source, rather than the projectile itself, thus reflecting bleed and other damage back on you.
But I also despise giving enemies a de facto immunity period to everything but executions and meatshields. Especially Scions, DR-1s and Wardens, which can’t be executed. Shielded Enemies imo is a much better and more interesting modifier to counter. (And you can do more than just stun them while waiting for the annoying immunity period to wear off, if using say, Gunner or Pilot.)
Infiltrator technically works even without Bleeding (Blood Resonance still working even if bleeding doesn’t hurt them so you still get stim killing stuff), Gunner’s Stuns still work well even if there’s no Explosive Damage, and Marksman’s damage output is so high that even the Gambit modifier for Long Distances doesn’t “hurt” him enough.
Can probably be a pain when multiple poison mutators are in play. Might depend on how well the rest of the team can keep flushers / drones away from the base and if a Robotics Expert can snipe fast enough to heal fortifications.
I just don’t use the ultimate ability (much) with this mutator set. I’ve used Demolitions coupled with Good Kill which helps team mates given we basically won’t have Lockers, and I ask them to leave one of the big ammo boxes for me between waves. Tends to work fine.