This isn't about faction assymetery, it's about class assymetery.
It was touch upon in some respects with talk about 12v10...but that was more faction/lore balanced and apparently had some inherent drawbacks for implementation.
Instead, I'd like to propose a fully dynamic, asynchronous match up based first and foremost on weighted class matchings. I saw it briefly explained on the World of Warships FAQ:
...if player choose a DD, than balancing tool will get another three players on DD in that team slot. Totally there will be 10 slots approximately.
If applied to MWO, we'd have either 4 slots for both sides, or perhaps 3 IS and 2 + 1/2 Aux Clan slots. As an example for discussion purposes, Each slot can filled by 1 Assault, 2 Heavy, 4 Med or 5 lights, the Clan Aux slot would be 1assault, 1heavy, 2 med and 3 lights.
For PuGs, we'd see auto team builds, in CW we could do custom team builds within the slot limits. The MM could do AdHoc filling of slots as necessary to expedite matches, so if there is only one heavy queued, an Assault can be put into the Heavy slot, but it may come at the expense of a medium or light slot...severly reducing the number of players on the Assault heavy team. If there aren't enough lights, then they can be filled in with mediums, without impacting the higher weight slots.
With this mechanic, I'd expect to see the player population choice to disproportionately run heavier chassises compared to mediums and lights brings with it the possibility of being forced to combat swarms of lighter mechs in a match. In fact, if it's far enough out of skew, it might even require a second spawn wave of lights!!!
Edited by CocoaJin, 03 November 2014 - 01:54 PM.