First of all, I'd like to state that this system is very, very good. I was very happy when it was introduced, because I felt there was something wrong with how only kills being rewarded and support classes getting overlooked. Now however, they are the top contenders for the new valour formula, which is also dependant on your score. Since this system, there's been an outbreak of hoplites. Before there was the thrust buff to all classes, mostly noticeable with the spear and shield(cav got a huge buff thanks to this), allowing hoplites to give 3-4 directional weapon users a challenge even in 1v1 situations(which they're not really meant to since they're extreme support classes). I understand devs took a liking to this highly versatile support class, and I don't blame them. It is a pretty sexy class. However, at the moment, they are enjoying a lot of benefits that mostly only include themselves.
Anyhow, the score making formula at the moment is not very accurate and not very fair. Classes with shields are for some reason score magnets. Leshma stated in a previous thread that it might be due to that shields, upon receiving damage, activate proximity based scoring. If this is true, then I think the same should be made for manual blocks, as it requires way more skill than simply holding RMB.
And lastly, still regarding the score system: Kills. I feel they are not rewarded enough. 2 points for killing a guy is just a plain "Fuck you." to players who focus on taking out dangerous targets so their team can enjoy high multipliers, I'd rather go hunt horses and let my team kill the dehorsed cavalry if I wanted to gain really high scores. There should be some relation to killing someone who has a high score, or has already scored more than than twice the average score of his team in the current round. This is so naturally logical that I wouldn't know what else isn't.
Also, please improve the valour formula. Lot of useless shielders in siege manage to get it simply by tanking hits.