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Regular brutes are fun tho
Lastly I'll also mention that I think it's a bad idea to stick to Bungie's way of having difficulties massively affect how much damage enemies do via difficulty based damage multipliers. It's much better to edit the difficulty globals values to pretty much all be x1 in order to create visual consistency in how dangerous each element of the game world is, from weapons to enemy variants; and basically have difficulties revolve around how many enemies spawn and what ranks they are. This also makes it much more doable to perfect the combat design for all difficulties so that in every difficulty enemies are engaging and balanced to fight against.
There's a lot more things to consider of course in honing Classic Halo combat; this is really just scratching the surface, but I try to focus on what's relevant for the moment. Regardless, I hope I was able to help you form a better frame of reference. You have some good things going on here and I'm curious to see where this project goes.
Also, in Halo CE the shield recharge speed varies by difficulty and is the fastest on Legendary. This is because of the globals tag's "[difficulty] friend recharge" variables, which also affect the player. The Legendary value is x2, so on Legendary your shield recharges twice as quickly compared to what the plain recharge time numbers say.
Now about the Plasma Pistol. You cited the raw damage numbers yes, but you also need to take into account the damage multipliers to each damage material. For example, in Halo CE the PP bolts do x0.6 damage to the player's shields, whereas in the other Classic Halo games the PP bolts do x1.5 damage to the player's shields. So in reality in CE the PP does 6-12 damage to the player's shields, and in the other Classic Halo games the PP does 6-10.5 damage to the player's shields.