So currently Execution feels like a bit of a spam fest, little thought is put into when and where to use abilities because you'll be able to use them again soon enough, so I got to thinking of how they can be more meaningful in the mode so I got the idea of single use abilities per round.
Basically some abilities would have a single use meaning you have to pick and choose the best time to use it because its the only time you can, for example:
Stokers molotov, Thunders flashbang, Skyhammers airstrike, Kira's laser, Redyeyes smoke, all one time use per round then it's gone. Rather than relying on spam, you need to be tactful with your use.
Deployables: Ammo stations, Aura's healing station, Bush's turret. If you want to re-deploy elsewhere you need to go pick it up and bring it with you and drop it somewhere else. If it gets destroyed then you lose it, so you need to be tactful with placement as well
Proxy's mines, she gets her usual two, however if she wants to move them elsewhere then she needs to pick up the unexploded one and plant it somewhere else, if they explode or get destroyed then thats them gone. Same with Fletchers stickies, 3 and gone.
Sparks gets 6 health packs and Saw gets 3, if they're not picked up and you want to use them again then go get them. Do you want to waste a whole pack topping up 20hp on someone or wait till they're lower to use? Obviously paddles and revivr will be unlimited use.
Heartbeat sensor and snitch, again you need to go collect it to use again, but since they're easily destroyed I'd allow them 2 for example.
It would give far more importance on the use of abilities and add a more tactical emphasis on the mode per round rather than all out spam at the beginning. Obviously this is aimed at any players that play the mode.