Based on tonight's event (Bootleg Islands, Keepsake Bay) with 15-30 players and the after-show with 4-10 players (Old Fort Creek, Moorland Trenches), my take on Dominance would be:
* 45 min match timer is too long; if a match doesn't come to an end otherwise, 45 minutes in one map feels rather draggy
-> 30 min should be better
* Bootleg Islands and Keepsake Bay both went all the way to full time, why?
*** Keepsake Bay with the formation of bases it has makes up a very linear map, which doesn't really bring out the point of Dominance where you'd have options where to attack to
*** Bootleg Islands had the other faction hold Old port for ages as their final base, they could hardly get out, and the other faction could hardly get in
-> Keepsake Bay should either a) be removed or b) have bases laid out in some other way, e.g. in north there's plenty of constructed unused space (a more grid-like / diamond formation could be nice)
-> Bootleg Islands could possibly have Old port removed as an active base, maybe bringing Aqualand back, or maybe not; just the 30min timer could be enough to keep the final base battle reasonable
* Old Fort Creek wasn't bad at all, actually could've been great if players would've already had bigger squads for capturing bases on their own
-> maybe add North town base as capturable
-> could be partly due to lower amount of players as well, 5vs5 feels much more controlled than the hectic 15vs15, but surely the map formation affects as well
* Moorland Trenches was actually quite nice, although it was max 3vs3 at that point, had plenty of attack options. On negative side the map is rather open and without cover, but it could fit lots of players ok due to roles for cover creators, shield guys, etc. The base captures worked nicely, we started to do a little bit of base rotation, but it was cut short luckily. Ways to avoid that could've been shorter max time or the HQ concept.
* In general, M79 and snipers feel somewhat overpowered when there's lots of other players on friendly side who keep you protected and take all the bullets from enemy side. I personally started to feel bad about using PSG myself in the Old port siege, aw man, I was scoring way more than I deserved
-> I guess this is the stuff that can make people leave quite fast
-> some Dominance specific tweaks to be made? M79 reload time nerf, sniper projectile speed nerf, maybe? Probably needs more testing first to make a judgment.
* XP / RP income seems about ok. I almost always had grenades to spawn with so I didn't hit 0 RP more than once after foolish spamming of calls.
-> squadmate XP "cost" could be lowered to unlock squadmates earlier.
* Plenty of the combat vehicle spawnpoints are in the inactive Neutral area, leaving them out, which isn't the intention.
-> Dominance specific combat vehicle spawnpoints to be placed?
* Stats score sorting has been fixed for the next version already, it's still doing kills - deaths in the background.
* Total / match stats shows initially with wrong text if the scoreboard is closed with match stats shown.