Sounds great. I hope enough people realise the importance of this, since these movement details/quirks aren’t immediately obvious to people less familiar with the classic FPSs. They’re very important details for devs to consider (even if you don’t implement them how classic FPS games do, you should at least be aware of the details so you can choose what to use and what not).
People not as familiar should take a look at how solid and interesting the Q3 / cpma movement system is: https://www.youtube.com/watch?v=zsD0-r9rCGA
Although this is probably the most extreme example of movement “quirks”, the underlying principles should be considered when developing any type of FPS game, whether its an arena game or realism based FPS / TPS.