Immediate problems I see are:
Team starts 3-0 takes it to heavy round and then gets the bad spawn or even just the other team's better spawn and loses 5 straight. If you're going to have a mechanism like this, it needs to be switching after each round. After heavy could mean that one team spends 3 rounds on the plus side and 5 on the negative.
Passage coins used to drop like candy, makes me sad they don't. You don't get rewarded with coins for using coins and that's no fun.
And this is the biggest one I take issue with: people going flawless can't continue to play. First of all, anyone with half a brain would just go delete an 8-0 card they're playing with their buddy and play 1 more if they really want to play all weekend. Furthermore, the real issue is that trials is as close to a "competitive" atmosphere in Destiny as you can get right now. People play this because it offers a competitive edge that control, clash, salvage don't offer. Taking away the ability to play that to someone because they're too good is wayyyy sillier than denying the lighthouse to somebody that can't play well enough to get their own 9-0. Just doesn't make anyyyy sense.
Connection based matchmaking and damage referees are always going to be a point of issue, but it's something that Bungie tries to fix and adjust as gameplay is observed.
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I updated my list to suggest switching rounds each game instead of after heavy. I can agree with that idea since it would make things more balanced overall