I know there's a gitlab for suggestions. I'm posting this anyway.
First, here's a list of things that have fucked survivors in not-no-recent memory.
1. Larva evo rate was sped up.
2. Larva evo point requirement was split in half. Now you got xenos attacking survivors about a minute into the game, often before survs can even get the supplies they need to stand a fighting chance.
3. Evo rate sped up for xenos in general. Now survs are facing t3s at 18 minutes instead of 25.
4. Maturity was removed. No more grace period fending off young and mature xenos.
5. The marine population adjustment lowered the numbers of survivors, and the min survivor cap of 3 was removed. Now there's only 1 or 2 survivors on low/med pop.
6. Sentinel neuro was buffed in general and against unarmored humans, ie survs. Now one sentinel can easily lock down 2-3 survivors with their air splash. The ready weapon delay makes it almost impossible to shoot the sentinel between neuro shots. This has made single sentinels more of a problem for survs than every t3 except for praes.
7. Handheld radio functionality was removed. Much less likely to contact other survivors on big maps.
8. Hacking vendors used to only take about 3 seconds, now it takes about 13 precious seconds where the surv is totally vulnerable.
9. Most smallhosts were removed. Now all non-drone xenos got nothing better to do than crawl right up the surv's ass at roundstart.
Now here's a list of updates that have helped survivors:
1. All survs start with a shotgun.
2. A few extra boxes of ammo around the map.
3. ...
I get that the only reason the surv role exists is to give the xenos some early game entertainment, but it isn't going to be very entertaining for them when surv players all start hiding in lockers or setting their surv pref to Never, which is what's going to happen if this role doesn't get a little bit of love.