It's a shame that we can't get a better look at the hidden mechanics.
And here I spent all of that time reflecting on my earlier years of playing tabletop Dungeons & Dragons, GURPS, Battletech, and whatnot...
I miss those days! Sitting around a kitchen table, surrounded by good friends, snacks, and staying up till the wee hours carefully using one's brain.
I think that out of all of the roleplaying systems I've played, GURPS was, without question, the most logical, sensible, and easily applicable. I've taken a look at the latest edition of D&D's rules, and while much better than its immediate predecessor (an easy thing to do, in my opinion), it's mechanics are still clunky and far more abstracted compared to GURPS' system.
I've always been surprised that Steve Jackson hasn't cashed in on his near-flawless system by licensing it to virtual creations. The creators of Fallout approached him, but in the end he declined.
I'm guessing that they wanted too much "ownership" out of something that's clearly Jackson's baby...
Sorry, started reminiscing there.
Back to the Scout class... The role that you described sounds an awful lot like a real life spotter for snipers. Not how I was imagining it, but in BE5 I always had the stealthiest person play that role. Send them out and watch where the rounds land in relation to the targets' positioning.
I didn't know that there was a "Stealth Indicator Number" on display in 7.62. Not that it matters a whole lot, because I always have my squad move from one spot of concealment/cover to another, and preferably in the shadows. That's useful to know though, so I'll check for it the next time I play.