Thanks for the quick replies.
I've actually already tried most of the things you suggested randomnine
The game camera shifts its FOV based on how far apart the players are (to keep them all on-screen), so I can't really use that to show depth as well.
I also played around with modifying the scale of the player object based on their distance from the camera, but (as you said) it was tricky to get it looking satisfactory.
The main problem isn't so much the horizontal dimensions as the vertical one, for which shadows would be a good solution if the players were grounded.
Unfortunately without a Unity Pro license I can't do any sort of real-time shadowing or depth-of-field effects, so that kind of trickery is out.
What I'm currently experimenting with is a sort of old-school alternative to true real-time shadowing, where each player projects a sprite downwards, along with a visible 'beam' between them and it. It visually 'anchors' them to a lower-limit of altitude, and while I'm not happy with it yet I'm going to keep poking at it and see if I can make it a bit more useful.
(As an aside, I'm thinking of removing the movement on the side-bars, but they do also show other game info so unless that is ported to other display methods the bars will stay put.)
@Gimmy; the only proximity cues I have at the moment are the rings around the players. They point towards the player currently in possession of the objective, and they change to a 'target' and spin when a player is within attack range.
What sort of things were you thinking?