Will post this to S&F after war:
Variable size teams was fine, but teams with more players shouldn't lose out on having that sweet sweet Player X
Remove vault discards, reduce size of starting vaults. Remove bonus discards when not losing 2-3, if you're keeping score result impacting discards then players should play out all 5 games of the set, but don't see that being popular
Teams should field 4 players every round. Eliminate teams at 60 or 90 cards. Suicides should be removed from the rules (any team can field 60 pillars)
Gambler is worthless (yes, we won 6 relics off of Gamblers, 3-1 is the only thing worth betting). Low chance of gaining any relics, at best gains 3. Whereas Lt is basically 'here's 4 relics' & old Upgrade role was 2 (I think roles being worth 2 upgrades is a fair ballpark goal). Only value is gambling 0-3 on suicide, which are never necessary with free pillars making for such versatile vaults all the way to the end. JCJ leans towards 6 perfect, 2 for being one game off. I say drop gambling theme, just say "gain 3 relics if you win this match"
Remove Discard role. It only helps lowtier teams & makes it harder for midtier because lowtier sends good deck vs midtier while sending Discard vs hightier. Rules should try encourage aiming for 1st
Sideboard should be exempt from in-element-upgrades requirements & removing cards to make a less-than-50%-in-element deck should be legal. Should be able to play with cards removed in first game of match. If this sounds like it'd make sideboard OP again, reduce to 4 upgrades, but I don't think these sideboard benefits are as strong as 6 relics, going by benchmark that a role should generally be worth about 2 upgrades
Base upgrades should be 9. Then Lt should only be +3 upgrades. Going along with this rule-of-3 line of thought: only require 3 in element upgrades, sideboard has 6 upgrades. Drawback of this is that it'll make it that much easier for teams to bring rolhope, but let's be real, janky rolhopes are the cool part of the war meta