Console game developers typically "Dumb down" the interface and net stats as if the average age of the console gamer is only six years old and they simply can't operate the interface unless it is kid proof for children. In doing so, very few developers allow gamers transparency of ping/latency when playing an online match, match mode, map selection, etc in the world or consoles...
Dice is just the opposite when it comes to network stats. I can't think of a single console game developer that provides the incredible amount of network stats AND on screen network graphs on a console game in real time.
Why do I point this out? Because Dice is being the most transparent of any developer towards console gamers to be able to track and monitor online network stats while gaming, thus they actually want us to know what is going on, report errors, and they want to improve the online experience with future updates...
YET when it comes to server browser, Dice knows they have made a monumental error taking away the legacy server browser and replacing with the Match Making system, yet I am confident at this point they can not reverse the code 100% due to both technical constraints, legal constraints, player count constraints, etc.
My theory is replacing the MM system in AOW 128 player mode with server browsers simply isn't possible, and thus they are most likely forced by "legal" to keep silent on the matter, as nothing but liability comes from transparency on this matter IMHO at this point in the product cycle.
Dice wants the customer to have their number one requested feature, yet they simply can't make it happen for BF 2042 but perhaps in future Battlefields the legacy server browser will come back full force...TBD
My suggestion to Dice would be to trial server browsers in the smaller 16x16 official game modes of Rush and TDM that currently reside outside of OFFFICIAL PORTAL and reside inside of OFFICIAL MATCH MAKING. Test for a week as a "Special Event", gather data, and see if it can become permanent in the smaller player game modes that won't take away from the huge number of gamers required for the 128 player AOW MM server system.
At the very least, the data would be infinitely useful for coding the next version of Battlefield, versus a two week Alpha/Beta test a month before launch with limited player counts and thus limited data, as was the case for BF 2042 unfortunately...
In summary, utilize the current player base to improve your future product, and thus increase future profits via increased future customer satisfaction...