Well, I knew this was going to happen when I read through my post again later after writing it...
So, talking bout parkour (thanks @3run for clearing that little spelling thingy

) I basicly meant parkour - the art of getting from A to B as fast as possible, bla bla etc - AND freerunning, meaning that show-off moves. Am well aware of the difference.
However, the base idea for that flips thingy was that they should be used for dodging maneuvers and that kind of stuff.
What mainly drives me it that I think a very fast-paced, freaky shooter would just work very good with parkour/freerunning movements... the idea was mainly born from that vid here:
http://brinkthegame.com/media/videos/ just have a look at the "Cinematic Trailer".
3run, I can understand what you dont like about the movement in BRINK - I myself think it's pretty cool, but after playing Mirror's Edge the Brink movement really looks a bit lame. Keep in mind though that it was designed with the idea that the player should be able to aim and shoot at all times.
@Germanunkol: Yeah, the practical aspect (coding-wise) is indeed very tricky... I thought about a system of combinations of traces to detect the close environment and analyse which moves are possible at the moement; The really tricky thing is adapting the animations (another problem) to the environment, guess I had to use IK for that. Oh, and bones are needed of course.
However, I do not like the idea of an active cover system ("snapping" into cover) - just is too consolish for me. I like a passive cover system - player reacts to the cover, but does not snap to it.
However, the point of this thread should be how the balancing between "parkour/freerunning" and "shooter" should be like in a "Parkour-/Freerunning-Shooter".

So, for instance, I'm thinking about practical things like "where does the freerunner store his weapons, what weapons can a freerunner carry at all...", stuff like that.