It's kind of weird how D:U is the one with the Descent name and yet they're building the least Descent-like game (even counting SolC). There are places you might want to modernize but hitboxes isn't the place I'd have thought you'd put a stake in the ground - especially given that few if any people think D:U combat feels great yet. And you also have the shields excuse for the round collision volumes, so it needn't look all that 90s.
The main thing I have left to feel positive about D:U for is that the community and developers are still gamers and presumably won't settle for something they don't find fun, and if they find it fun there's a pretty decent chance I'll find something about it fun too. There's also classic mode, which could work out, although pretty much no matter how it goes it'd be better with client-side hit detection.
Speaking of which, that's an ingredient Overload would need to live up to the DCL-quality benchmark too. Any chance of bringing that up in your interview roncli?
I'm not sure how easily Unity accommodates stuff like that, but Revival would have to be pretty committed to doing even the things that are hard for Overload MP to cross that threshold from merely good to awesome. Obviously it also needs meticulous weapon balance and clamped turn rate (which is also a gamepad/joystick fairness issue, not just game mechanics), but those aren't at any real risk of being thrown in the "too hard" basket.