I've only skimmed the thread but a few points I've taken out already (Will update with more as I read more in depth)
Saline carried by every man in the platoon is not necessary, in my experience on the primary very rarely did the medics run out of saline, most of the time they carried a couple of litres and that did them for the mission
Have you ever considered that low/limited medical supplies could be used as a game mechanic? IMO no mission should ever be reported broken (As someone in this thread has suggested) because of low medical supplies, yes it sucks but you just need to deal with it.... One of the big problems around here is everyone expects things to just be handed to them, sometimes you just need to take a shit situation and make it work!
The reason why I am always crying for saline is that there actually are loads of missions where I could get players back into the fight with the proper amount of saline. Some of these missions did not provide any volume restoring fluids at all or way to few. As said, to stabilize a single soldier I need to infuse about 2-3 liters of saline into his body and that only slightly gets him to a state where he does not pass out when his HR/BP drops too low. As most missions do not provide stitching wounds will continue to open up and the soldier might be in need for additional IVs to stay active.
That in some missions specific equipment might not be at hand makes sense, but not in scenarios with established and modern armys with established background logistics (so pretty much all of them except insurgency focused ones). Our units are not popping up out of nowhere, usually the mission explains that we are part of a bigger operation and therefore are usually well equiped and have said background logistics going on.
Also judging the needed amount of saline on the mission type is not good. You can have days where the same mission goes with out any cassualties and on the next the entire advance stops because the medic had only enough saline ("a couple of litres") to reactivate 2 casualties while the rest of them were forced to die.
Any idea of the medical config, or was it something applied by community rule alone? I have vague recollections of Arma OA ACE medical system, but iirc you had the possibility to prevent non medics to perform a number of options. I recall i used to play with a "no shots only bandages for non medics" which 90% of the time let you playing even with apusating pain until the firefight was over and the med went through his rounds for painkillers and the very occasional adrenaline shot for the passed-outs.
@pax: any idea of the ideal medical configuration you propose?
Now we have 8 different ACE modules to manage, and a number of different bandages that perform varily. In order to make the medical job more relevant maybe we should prevent players using anything but basic bandages and turniquets, but then everyone should know what to do in order to protect and evacuate the wounded etc.
As said in the beginning: There is no ideal/perfect loadout for the medics or one perfect solution of scaling the medical sector of your mission. You need to know the system and based on that knowledge you need to scale it.
If anyone wants me to take a look at their missions medical part and test it with them, I will be happy to do so whenerver I am only, just poke me or write me a PM I will try to assist in scaling as good as I can.