List of Twenty Better TW Variations from /u/GmanSWGOH on reddit:
No one wants to be told that they can't use toons they worked hard to build, so here are twenty TW ideas that would be better than a broad restriction of 28 toons. (Some of these are much, much easier to implement than others.)
More special bonuses for individual toons - This goes without saying. You tried it and it was fairly well received. Do it again with new toons. Had to start here.
Planetary Landing - Keep the same map, but move the two fleet zones up front. You can't assault until you punch a hole in the fleet blockade.
Break 'em Up! - Squad building rule allows only two toons from any given faction in a given squad (excluding Light/Dark, of course). Throw out the cookie cutter defense and get creative with mixed comps!
Teamwork, FTW! - Recruit an available allied toon into your team, just like in PvE. Assign toons before the war as available.
Many Bothan Spies - Make all zones visible from the outset to test the attack planning skills of each side.
Zone Victory Bonuses - Assign platoon-like bonuses to specific zones. When the zone falls, the bonuses apply elsewhere on the map.
Fall Back! - Add an Escape Button like in the raids with an X% chance of escaping (maybe 25%, once per battle). Toons that escape can be used again, but retain health/protection totals.
Global Special Abilities - Like many of the events that have a special ability that is available to all toons, give a minor special ability to represent the uniqueness of the battlefield to all toons (with cooldown). Ex. Healing Waters - Heal 20% and gain 40% TM.
Easily Routed - All teams are defeated as soon as their leader dies, but more banners are achieved per additional casualty.
Call for Reinforcements - Allow officers to move squads from an unexposed zone to an exposed, undefeated zone during the course of the war. (You know... like actual battlefields.)
Terrain Bonuses - Each zone represents a certain kind of terrain, like desert, snowfield, or urban. Certain factions, like Tuskens or Jawas would gain bonuses in the desert, Hoth toons would gain bonuses in snowfields, and Droids would gain bonuses in urban terrain, for example.
Ambushed and Unprepared - All toons start all battles with the cooldowns on their specials increased by one. Only basic attacks can be used in the first round.
Unending War - Once all zones are beaten, the map resets and you can keep attacking. How high can your guild score within the time limit???
Hidden Treasure (rename Spoils of War?) - Attach hidden loot boxes to X (3? 4?) random, enemy squads. Whoever defeats that squad is awarded a bonus prize (think 20 stun guns).
High Gravity Planet - All toons have their speed set to 100 and are unaffected by leadership abilities or buffs that modify speed. (A little controversial, as it would punish people with good mods, but a fun equalizer.)
Keep it Simple - All basic attacks have +50% potency and do +50% damage.
Lead the Charge - Pick 4 or 5 individual toons and disallow them on defense, but allow them for offense. They're busy leading the charge! (This could be made more interesting by doing light side/dark side flavors.)
3v3 TW - Yeah, I said it. I enjoyed 3v3 GA, so why not try an iteration of it at the Guild Level?
Blitzkrieg - Make time a factor. Either shorten the battle time limit to 4 minutes, or make any zone that doesn't fall within 4 hours start to "reinforce" by reviving random defeated teams every 30 minutes. (You could actually use this tactically to gain extra banners by defeating a squad twice!)
Saboteurs - Create a defensive zone that holds 3-5 teams. The teams in these slots are Saboteurs. So long as the team has a higher GP than a target enemy squad, use the Saboteurs and instantly defeat that squad. Anyone can assign Saboteurs, but only officers can employ them. The Saboteur zone can be unable to be attacked, or attackable, meaning it might make sense to push quickly to the Saboteur zone and defeat the high GP, but (probably) low synergy squads there before the enemy can use them.