I would argue the balance issue is based on the the fact that the only objective of competitive play is Deathmatch, while it may seem like only having one game mode, would make it easier to balance it really is the opposite.(...)
Granted it is easy for me to say that adding more scenarios and the like to competitive play would make things easier but there is the issue of having to balance who chooses the objectives, what the objectives are, and how things would work in a thematic sense (IE a typical territory/objective take and hold scenario that is a staple of ground based games doesn't really work in a dogfight setting since the ships are constantly moving and can't camp an objective) which if FFG could pull off would be amazing but would take a lot of work and play testing
Design me a mission where a list of very mobile, invincible ships that are strong offensively wouldn't just dominate anyways.
I hear this idea often on these forums as some sort of magic fix for the meta, but I haven't seen any ideas for actual missions.
The meta likely wouldn't change much unless certain objectives forced you to play certain ships.
Escort of a feeble convoy (autoloss with loss of convoy) is a challenge even for this kind of ships. Offensively good stuff is often bad at protecting.
That said, it would help only slightly. If the desigm has already moved itself into this corner, its difficult to get out if there.
Wave X really too early to say something yet (remember we even have HotR there lurking, which might shift things). Quadjumper is gimmicky, but probably a lot of fun, and nice or scenarios. But I am a bit wary of the Upsilon, 4dice and coordinate - could be like "thought you finally blocked my highly mobile superace, nope it gets help from the shuttle".
There's really not a lot of ways to actually protect another ship in this game in a direct sense and basically the only ship that would be good for it would be Biggs.. a ship that already sees play with the alpha strike. Otherwise it just becomes "kill the enemy really fast" and well the triple jumps are good at that.
The ships that are good in this game are multifaceted and have a lot of game in a lot of situations and missions wouldn't really change that unless you legislated against it. If you wanted to make missions a thing in this game you'd have to design a lot of upgrades around them and then I think they'd work.