zaa6q7fj8ql0 wrote:GAC was popular and a top-tier game mode precisely because of its fair matchmaking back then, when strategy worked.
Where are you getting that information? Maybe, if you are a total gamey min-maxer the system was better back then. Many players went 12-0 every season. So, in turn, many players also went 0-12 per season.
I started off quite a casual player; I would win 4-8 maybe. However, over-time I learned more about the game and by the end of the old system I was generally a 10-2/11-1 player. I guess, seeing my progress was rewarding; though, totally unfair match-making, especially in the first week. It showed GP is a very poor formula for actual GAC strength.
The biggest issue though, is that how you build for a GP orientated GAC affects how you play the whole game. We're continually pushed to build anything that is new. If in GAC you're punished for bloat, you have a major, major contradiction; how you play the game as it is intended and how you play the game if you want to do well in GAC. There's such a chasm in difference between a player that plays for GAC/knows what they're doing and a casual collecting player. It is in now way 'fair match-making'.
This also means you can potentially find yourself a GAC 'sweet-spot' in GP. Where you're practically unbeatable in GAC and have no reason to add a single extra GP point ever again. As a collection game, which relies on players purchasing characters to keep the game going. Why would CG allow a situation where not purchasing allows a massive advantage? You simply cannot do that in a gacha style collection game. It just doesn't work.
I believe there is a simple answer though. Add a GAC activity score to GAC match making. You're matched as you are now by Skill Points, but then a secondary matching formula is used. This is a number based on how active you have been recently in your GAC match ups. If you've been very active, you won't be matched vs inactive players that have fallen in GAC.