This will likely be lost in the static here

but some questions/observations.
For groups/units, it takes the overall average ELO of each intact unit to match units up on both side, yes? But each unit are not alike, some will be more competitive than others, regardless of their ELO. Like soldiers, there will be those who will simply follow and execute the commands given in a unit setting, regardless if they are an average player or not. And if no orders are provided there will be those who will visually follow the lead of the larger group, to bring to that drop what had been learned from previous excursions in larger groups.
What is one of the differences between group and solo queue? For the larger groups it is bringing complementary mechs/setups that work well together while in the smaller groups and the solo queue it is usually what works best/fun/odd lot. Add on top of that either the I will do my meme thing, or follow the big guy (1st time in assault? ), or someone providing an idea of what to do.
The sad thing is, PGI has provided at least 2 tools that are not used as much as they should be, especially for those who wish to group with friends/family while training them. CCC, if TS is not an option, but more importantly the Private matches. Wait for it... I do not have time to commit to groups/etc, or I will not pay for more than one premium time. Start a thread and have those who are like-minded friend up. There needs to be some social contact and for those who plan to spend a few hours with your child, why not hook up with other link minded parents and spend part of the time in private matches instead of all of it in public queue?
As for the public queue, while not run it with a max of 2 lances/8 person unit for the time being? Even the units dropping with 12 tend to have people waiting in the wings, dropping either solo/smaller groups. PGI, via announcement, as plans to remove the 12-person requirement in their CW2.
I do wonder though how the group queue would flesh out if ELO was removed from the equation? Think about it, a 12-man unit, made up of 5-6 really good players, great ELO and the others are average/below average ELO bracket but they are working as a unit, communicating. Their overall ELO average has them facing 2-man/5-man/5-man units. The 2-man unit is high on the ELO, the others are above/average ELO. In fact their overall ELO average is higher than the 12-man ELO, so they are expected to win but they do not, they lose horribly, 3-12. Just looking it would appear as a romp but in reality it was a Pyrrhic victory. The winners had 10 weapons left between them all, missing arms/legs/torsos. If RR was still in the game it would have been a very costly victory for the winners.
The difference between the two units? Likely better communication, complementary setups that work well together, team work, and some luck (low crit rate on ammo bins).
In the end, in the group queue how that drop develops and ends can be dependent several things such as on how the unit overall comes together, just like in the solo queue. In this group game, this PVP (and currently with respawn/dropship mode) what are you really bringing to the table? This is not a PVE game, and remember the global chat was made Off by default if you do not wish to listen to the other team trying to pull your strings.