Yes, the idea would be that I would not be playing as an actual "medic" and leaving those duties to players such as yourself that would be focused on healing and thus not have as much room for the buffs.
On the soldier subject, people are treating the soldier as the frontline fighter because he's called a "soldier", but the way Brink is setup I could have an engineer, medic, or even op as a frontline fighter due to how the weapons and body types are setup, while taking my soldier and using him as a support role, demolitionist, or even a commando type of character like others intend to play the op.
Classes are simply a way of defining a collection of possible abilities, not a definition of the player's role.
Ah, okay. I understand now.

I was worried that you would be the only Medic in the group, lol!
Yes, it all makes sense now, hee. Good, good!
As I understand the current game setup we get three active abilities per class, active being those abilities that we can actually use via button press. The basic kit comes with active abilities but those abilities can be replaced by other abilities if we so choose.
Adrenaline: temporary invincibility buff, but you take all damage at the end. can't self apply
Transfer supplies: gives one of your supplies to a teammate
Supplies buff: makes your supplies regen quicker (unconfirmed)
Fleet of Foot: boosts sprint speed
Those are 4 of the abilities we are currently speculating about, all of which appear to be active abilities and thus any combination of the 3 would take up my three active slots, leaving no room for a heal, revive, or even the increased health buff (all of which would have to be active because you have to press the button for them to happen).
Wait, we can replace the basic abilities, too? I did not know that. Huh...
Still, buffs are great!
Pretty much. Don't think of it as a non-healing healer, start from scratch without thinking about what "medic" means. Look at the abilities available to the class and treat it as an opposing specialization of the class.
RPG Priests generally have different spec trees, most end up as healers because the general public insults and abuses a Priest that can't heal, but that doesn't mean that another type of Priest isn't useful provided that there is someone else present to take on the healing duties.
Oh, yes! I understand what you are saying now. Yes, yes. With me, you kind of have to talk RPG to me, lol. (I don't play FPS'ses as much, so this RPG talk helps

).
I am kind of doing an offensive healer in Dragon Age: Origins right now. There's a woman I have in my group who is a full-time healer---all
she does is mostly heal. I made myself a healer, but I still put in some offensive abilities as well and let the other lady be the main healer person (since she has the more advanced healing skills that my character doesn't have, since my character doesn't have training for that right now).
In BGII, I made my character a Shapeshifter [werewolf] (under the Priest or Cleric class, I can't remember right now, so long ago) with only one basic healing and buffing spells while having highoffensive werewolf strength, lol. Priests/Clerics classes are supposed to be healer, but I'm like, No, I want to be the big bad werewolf and be the frontline fighter for my group and leave the healing to someone else.

I also had a team member character who does ONLY Buffs and De-Buffs in another RPG----it really made a difference in having buffs and your enemies having de-buffs.
I LOVE Buffs and De-buffs---especially in RPGs (because it can sometimes mean the difference between life and death)!