Note, there’s a big difference between elite grenadiers and normal grenadiers. Normal grenadiers are designed to be about the same level as a necromancer, master, or brute. Dangerous and not something you want to try to deal with as a new survivor. Elites are designed to be somewhere around the hulk/tank level. Extremely dangerous, don’t confront them unless you are prepared.
And some replies:
Elites already do this. Normal ones will spawn in normal places, but they “weigh” the same amount as a brute. The idea was that they can show up anywhere a normal soldier zed shows up in.
Introduce a weaker zed that only later evolves into grenadier
I'm actually against this one completely. It doesn't make sense for zombies that "evolve" to suddenly gain access to different equipment. (For what it's worth I'm against normal zeds becoming soldier or fireman zeds too).
Tone down the death explosion (it is just too deadly without a heavy armor). Maybe buff it against heavy armor?
Could probably drop it to 1 or 2 grenades instead of 3, but the explosion is literally randomly selected from what ammo they have left to ensure that if someone wanted to make their own variety they could.
Prevent 'nadiers from rezing (it's rather silly that they don't get shredded)
It should drop the corpse first and then explode it (which last I knew did tons of damage to the corpse), but if they are rezzing then yeah, +1 from me here.
Slow down the hacks so that they aren't guaranteed kills against slower survivors. Make them not-stumble to compensate? Maybe even make them surround the player.
As I mentioned before, the hacks actually purposely try to miss you right now. In my testing (even with the mininuke hack!) if you try to run away at a half-decent stamina the explosion won't even hit you for every single hack (with the exception of the flash bang, which occasionally catches you with the corner). The key is that you have to start running the instant you hear the beep, don't wait if you want to get away through speed. The hacks actually make their countdowns start farther away the slower you are. You could be at 25 speed and assuming you start running the instant you hear the beep they will still miss. Correspondingly you could be at 200 speed and if you start running when you hear the beep then they will miss. I tested it over a rather wide variety of speeds and explosive ranges, and it held pretty constant in all of those scenarios. Listen for the beep, then run if you don't feel you can take the explosion or take the hack down before it goes off.
Nerf the number of hacks so that the zombie can't just keep up an unending stream of those (it's like 60 nades per zed)
It's a lot less then that for normal grenadiers. Normal grenadiers have 18 hacks total; 10 normal grenades, 3 flash bangs, 3 tear gas, and 2 C-4's (which they have to be at least part of the way out of ammo to use). Elite grenadiers are designed to be like tankbots or hulks, so yeah, they have access to 20 grenades, 10 flash bangs, 10 tear gas, 10 C-4 (which they have to be at least partway out of ammo to use), a 1 mininuke, which will not be used until they are at least halfway out of ammo, and will normally not be used until they are almost completely out (which means that you sat there for almost 15 minutes in-game letting them throw stuff at you).
Make the hacks not drop a corpse when they explode
Probably an easy change to do.