I would suggest lowering the ActivationDelay a bit. I've seen it a few times that at the beginning of a matc, a bunch of players go into spec and one team ends up with 2 players less than the other. The balancer will wait for 10 seconds (ActivationDelay) + 60 seconds (SoftBalanceDelay) + however long it takes for someone to die until it balances the teams. Therefore one team might be down 2 players for over a minute, which at the beginning of a match when everyone is rushing around trying to grab nodes can place the team with 2 players less at a big disadvantage.
Alternatively the SoftRebalanceDelay could be decreased. As Wormbo told me, the default value is 10 seconds. Maybe we could go with 30 seconds?
The complaint I've heard so far is "why isn't the balancer doing anything?" when teams were a bit uneven for a longer period of time and connecting players ended up on the winning team. But before people found it too trigger-happy and we only lowered the SmallTeamProgressThreshold from 0.500000 to 0.400000.
