I also thought about how it could be possible to incorporate a more lance based gamemode/lance focused game play as another option, that I feel in some regards, balances itself out (at least a little bit)
Proposal:
Gamemode: Assault Lines

Found an image of Alpine Peaks because it was large and is relatively the same from launch.
So let me explain without writing a novel.
As labeled the boxes indicate the lance that can spawn there, this can be made to be selectable before the match begins or are static and always set up the same lances against each other (Alpha vs Alpha, Bravo vs... you get the idea).
Ignoring the red/green stars...the yellow stars are smaller domination points, similar to what we have now. You should also notice the map boundary changes. Each smaller domination point only needs 20 seconds to be capped (or about the time it takes to fully cap a conquest point). After which the map boundary for the lance opens up to the remainder of the map. This forces teams to focus on their assigned objective, and then allowing them to regroup afterwards depending on how the objective falls. Also this prohibits one lance from saying "f it" to their objective and running off to give another lance an unfair fight, while giving up a capture to make up for.
But what if four locusts get spawned against four atlas'?! Not fair!
Well, to quote one Navy serviceman: Sometimes you're a sugar cookie. Life isn't always fair.
That being said, say that did happen and our four atlas lance is in alpha lance, after capturing and being away from everyone else, they get to slowly mosey onto another objective to provide reinforcements to another lance. In the same breath, a two well matched lances will be fighting it out for a long period of time, relying on their team to come in to resupply with more mechs.
Each capture point locks after being claimed, although this could be completely changed and allow those four atlas' to re-take the point and be hero's. This is also completely fine. Plus they have to stay in that area even longer, delaying their firepower elsewhere.
Victory conditions:
When one team claims all 3 objectives, they immediately win.
If one team holds more objectives when time runs out, they win
If one team is holding more objectives when the last enemy mech is destroyed, they win.
If one team gains capture advantage after defeating all enemys, they win.
All in all, this proposal is aimed at slowing the "roflstomp" that occurs in other gamemodes, that after one team loses 2 mechs and is fighting a 12v10 they get steamrolled because numbers. Its also designed to slowly scale games into massive firefights by following the track of "initial capture then fight"
Also it semi-allows the desires of smaller matches (4v4/8v8) while still maintaining the 12v12 matchmaking system.
Discuss below, but please do try to keep it about the proposal and not "omg PGI wont evur do this", "We need other things so much more than this so thread DOA", "dislike cause OP trash". Seriously.