Let's also get a petition going to make the NFL stop classifying players as such things as "quarterback" and "running back." I mean, the fact that a quarterback gets sacked like it's nothing while some fast runner can mash through the opposing team just makes no sense. Everyone should be the same and be able to pass repeatedly while not being able to run. I think that'd make football a lot better!
Seriously though... Juggernauts and Powertech tanks have a leap that makes them better ball carriers. PTs, Mercs, and Assassin tanks can grip people into fire and hopefully score a kill for the ball. Mercs, Assassins, and Sorcerers can knockback into flames or acid and hopefully score a kill for the ball. It's true that some classes can run the ball more easily than others, but the teamwork element comes in when you got people getting into proper positioning to receive a pass or knowing when to throw the ball rather than take it to the grave.
These abilities are used to give the classes their usefulness in Huttball. I've been playing my PT tank and I love being able to grapple people into flames and leap to poorly-positioned enemies on my way to a ball capture. But at the same time when the match is over with I have a fraction of the damage that anyone else does even if I were doing only dps the entire round. An Operative might feel like they can't help much in Huttball, but do you really think that 300k damage they did by end of round amounted to no help at all? That's way less opponents ganking ball carriers and many less opponents who are able to safely run a ball to the endzone. That Merc who can't easily get the ball to the endzone themselves? They could very well be healing for 300k while doing knockbacks and grapples, all of which are directly assisting the team in winning.
At the same time I have to cringe any time I see a sniper get the ball and then slowly walk it toward the endzone while there's assassins, marauders, and other much less squishy classes nearby trying to help them (you know, by making themselves available to catch the ball). If they know their class they know they shouldn't be holding the ball for any period of time longer than enough time to pass to a more appropriate teammate.
All of these things require teamwork of course. The sniper holding the ball needs people to pass to. The tank moving toward the finish line needs heals or peels to not be focused to death. And a dashing assassin or sorcerer should be rooted to slow their roll.