One thing I would suggest we should really try and avoid is further splitting of the queues.
Scouting mode was a bit of fun when it was introduced due to the 4v4, the fast nature of it and that capturing the intel points and getting out made for exciting game play.
But when looking at it, it is even more of a grind than Invasion or even quick play and I feel it not only split players out from Invasion but it's also disconnected and misses the opportunity for dynamic scouting of enemy forces
in invasion.
I do like the suggestion that it could incorporate some additional objectives that could feed back into the Invasion, but once again, why not just have it all in the one mode? For example, if we took a map like Forest Colony or something equally as large then randomly placed the Domination Radar, the Assault Base and the Invasion Cannon as major objectives at the back of the map, then also randomly place the Conquest points across the middle as minor objectives.... hide them under a fog of war and change the win conditions and dynamics of these objectives a little so it fits a combined mode and creates a tug of war reason to capture/recapture them... suddenly we get a situation where simply finding (scouting) the locations becomes important, our strategies and tactics evolve and we multiply the depth of the mode 10 fold.
I understand the reason the round table and PGI talked about how to reduce buckets but I actually feel it's the wrong approach and as many have said, it removes some of that identity of belonging to a particular house or clan. I think it would be better served to allow players to create their own bucket when selecting a planet and declaring to attack, but it should also allow a single player to initiate this without any opposition. That way it sets up a situation where we can have activity around the galaxy, up and down the borders that can range from just a few players doing some scouting, to a small group raiding for resources (ie conquest points) to a large company seeking to take control of the planet.
We can allow it to grow naturally if players can join in and leave an existing bucket, or lets call it scenario, because it can then scale up. But we need to abandon the idea that every scenario must be a full on invasion of 12 v 12. allow the small scale raids and scouting, allow the actions of these players to setup/prepare that planet for full blown invasion..... but if all it amounts to is some small skirmishing... that's fine. This kind of covers your third point about contributions from small units as well.
Voting... well. It makes sense that units should hold sway, but I would restrict this to loyalists. The mercenary system needs a little rethink in it's approach but essentially they will go where the money and fighting is and freelancers are the barons and knights of old who were meant to have land holdings and a family mech but remain somewhat independant of the system. not sure how you would control the votes other than using loyalty points as the indicator or some other counter?
Anyway, good to discuss these things and chat about it all.