Thanks for the post, plenty of insight into competitive balance. Let me add some thoughts and discussion.
From a player standpoint, Team Objective maps feel the most satisfying when a majority of the map has been explored. Exceptional cases such as “stomps” are, optimally, quite rare. Even a quick stomp is not preferred over never having such imbalance, but it does happen and should be anticipated.
Speaking to your notion of win rates at different objectives, there is a fine line between creating compelling map game play and just artificially producing expected outcomes for the sake of attempting to have players play the entire map. Nobody wants the latter, particularly the defense.
With that said, there is strong value in providing a sense of meaningful progression early in a TO map. We attempt to do this with the “always forward never back” progression of the capture points. Even a team heavily under the kill ratio can play unique strategies to eventually whittle down a timer that only increases.
I disagree about the idea of controlling only one point. In fact, with always-forward progression there is almost never a reason to capture only a single point; it is better to field a wider skirmish across the two objectives than to stack and risk AOE. In addition, it provides only steady moderate risk to the defender, giving them more time to safely plan a counter. I think dog pile rushes have their place, but certainly not as the de facto strategy. I think you will see this is even more the case as spawn or capture times are tweaked as need be.
In regards to extended victory metrics, it will be much easier to determine competitive win conditions in Mirage as opposed to Chiv, just as you said. We are looking into a variety of options to support these metrics, as well as different competitive options for maps and rounds. This is all currently work in progress and your feedback will be really helpful here.
Thanks for the post!