Just to address some of your thoughts:
Adding bots is a top-line priority for us, and one of the most (if not THE most) important things we're driving towards right now for 2018. It's vitally important that we have AI for players to practice against, and have a more casual session fragging bots solo or with friends.
Regarding always online, I've said it before but our focus right now is on improving the multiplayer experience, whether that's pvp against other players or connecting with your friends online to play against the aforementioned bots. We've been improving there, and we have more to go, and that's what we need to focus development time on. As a general thought, I think that having a great online experience that feels smooth wouldn't feel very different from an offline experience. While I realize there are other reasons for certain players wanting an offline mode--bandwidth limits or service outages with their ISP, for example--I think what the majority of players really want is just to have a polished experience, whether it's offline or online. We're working hard to deliver that kind of online experience.
As far as maps and mods goes, I think everyone realizes that id Software has a long history with maps and mod support, and Bethesda as a publisher has been dedicated to supporting content creators for their titles. Further down the road we'd like to start thinking about how we might potentially support this--"what is the pipeline for reviewing player-created content to make sure it works with QC?" "How do we get that content into the hands of the community on Steam and Bethesda.net?" Those are questions we have to figure out.
We're looking into server support for as many South American regions as possible. One thing people might not be aware of is how internet architecture works and how that affects latency; some players think that if you spin up a server in a specific area, the only consideration for latency is physical distance to the server. (Usually thought of in a straight line: "I live here, server is X distance away, my ping there should be good!") That's not the case though, as the infrastructure traffic is routed through might wind all over the place, in some cases taking very indirect pathways to reach countries that are geographically next door, which affects your experience. Whenever we look at adding servers, we try to find areas with the most suitable infrastructure to create the best experience. This is something we're looking into with South America, as well as other territories right now.
And just to address the video itself, Q3 and Quake Live are incredible games that are beloved by the community and have stood the test of time in how good their design is. And I think what Tim is getting at is that, with Quake Champions, we're trying to build on that by retaining the spirit of that design in Quake Champions, so that if you loved Quake Live you will find an experience you like in QC. But one of the things that we're able to do with Quake Champions that we can't with Quake Live is to add new experiences that live under the umbrella of the Quake franchise: give players something new, something fun, and hopefully something that delivers great moments that evoke the same feelings you had while playing previous Quake games, and maybe even some new ones. We can't wait to show you what we have in store for 2018.