I would have to agree with the overtime examples you provided. It makes sense that if a team currently has advantage on a task, the timer should remain until the task is complete or they lose that advantage.
I understand the need for auto-balancing, but also agree that it needs tweaking. Nobody should be forced to change over to the losing team in the last few seconds, after having put all their efforts into the other team. I don’t think sending a message would help to be honest, at least not alone. Having that as an initial attempt, then the current system as a backup in case nobody answers the call should be suitable though, with a buffer to prevent being switched too close to the end of the game.
I quite liked the bots to be honest. In a group, with another player or two, they can actually be relatively useful. The idea of not having them count towards kills in a team deathmatch sounds like a good idea though. It’s far too easy to farm them for a win rather than spend time fighting real players.
Can’t say I used fire bombs, but I would have to agree with that too. Some fool running through fire shouldn’t count towards a team kill. Count it as suicide and deduct points from the player who thinks it’s a smart idea to run through fire instead, or give the kill to whoever caused the most damage to the player prior to that.
I have to disagree with your capture point/ram suggestion though. You can’t push a ram from a distance, and you can’t capture a specific point from a distance. It makes sense as it is. You can wait in the capture area and let the enemy come for you, or you can take a moment to stop capturing to kill enemies. I see no issue with that how it is now.
I wouldn’t mind seeing a nemesis mark on the last player to kill me, or player that’s killed me the most to be honest, but I’m not a fan of having a form duelling mode mid game, at least not on team based modes. Do that on duelling servers, or free-for-alls.