Bottom line is Dead silence and Awareness are both currently useless. Maybe If you test in a private match and crank your headphones up to an unhealthy level, you could hear something. But for most players playing at a comfortable volume level in a hectic match with gunfire and explosions going off then they are completely non existent, with or without the aformentioned perks. What's the point in having two perks that are useless?
David Vonderhaar said on Twitter 3 months ago that he was happy with BO1 footsteps after they increased the volume for Ninja pro users in a patch, but the other week on Reddit he said that he always thought footsteps were far too loud in BO1 so they're lower in the mix for BO2. If the main guy can't even make up his mind about what he thinks from one month to the next it's anyones guess what could happen. Truth is that they were perfect on cod4, waw and MW2, before they started messing with them and I never once heared anyone moan about them before BO1.
I personally think good audible footstep sounds add to the immersion of the sound scape and improves the gaming experience, and I feel removed from it when the auditory sensation of others around me isn't there, regardless of any advantage or disadvantge it may give to any player. In some gametypes like Domination, it doesn't matter very much but in FFA or SnD it's a big deal.
For me it seems very simple. In a standard hectic game with lots of ambient sounds going off....
A) Dead silence users should be audible only when within a few feet of someone (they should never be TOTALLY silent - call this volume level 1, pretty much what everyone has at the moment)
B) Standard footsteps should be audible at close range, but not at medium range (i.e in the same room - call this volume level 2)
C) Awareness users should hear Dead silence footsteps at volume level 2 and can hear non-dead silence users very clearly at close range and very faint at medium range (call this volume level 3) further than this range (e.g out of shotgun range) shouldn't be audible by anyone.
I think they're hoping that reducing footsteps makes people camp less. The truth is that campers will camp and rushers will rush. It's a mindset generally and not a reaction to game mechanics.
A final parting word to Treyarch....The removal and/or relegation of certain environmental sounds in a game reduces the immersion of the experience, whatever those sounds may be (It would be the same if enemy reloading sounds were removed, for example). Immersion directly affects replay value of a game, and therefore DLC sales.
Hopefully that's in a language you understand!