I agree with your gameplay philosophy Smooth, though I must say old cRPG was a fucking unbalanced grindfest of proportions significant enough to prompt daily bouts of anal bleeding.
Regarding Thine Philosophy
The things that one might associate with Strategus now are those that, I think, should be brought back to battle and siege. Creativity, player-driven, cooperation, sandbox, fun, competitive, high risk-reward (for a video game...related to competitive), epic.
When the ebb and flow of a game is dependent on the players, rather than map design and gameplay limitations, I think that that game (if it is a multiplayer one) becomes something wondrous!
I think that part of Battle's kinda boring repetitiveness comes from the lack of shit that you can do. Your goal is simple: kill all of the other team's players. That's fine--lots of room for Creative Solutions (TM). However the tools you're given for that task get boring fast. The number of weapons and classes are pretty much limited. The maps don't change. The rounds are short. You can't build shit.
The two biggest issues, I think, are:
a) You can't build shit. The bestest player-driven games I've played have often included the ability to build shit during the game. Star Wars Combine is a simulation that's all about building shit on planets or asteroids (and trade, and interactions); Natural Selection allowed the commander to build where, when, and what he or she wanted--the players had to build the shit up, and defend it, and attack the other team's shit; Empires was like Natural Selection: a commander built shit for his team. I played Empire Earth because the "Diplomacy" mode allowed players to war with whom they wanted, build where/what they wanted, and--if they wanted to--just sit back and build a pretty, gay city. My point is that built entities allow the players to alter the map in fun and unique ways, making the game much more dynamic. Let players build shit, while keeping balance in mind (maybe switch "attackers" and "defending" teams up, to prevent camping.
b) Rounds vs Deathmatch. The current system of Rounds means that everything has to happen within maybe five minutes. Otherwise, players sitting in their chairs start to get fucking bored. Make the Battle a deathmatch mode, with timed rounds that are long enough. Give players enough time to fucking get some creative, fun shit done.
Deathmatch and object-based gameplay usually go hand in hand, however it might be worth it to just try regular Deathmatch for a while, and simply give the players the ability to build and do fun shit at first. You can add objectives later.
TL;DR: READ THE BOLD AND ITALICS. chadz, let us build shit, and give us the time to build shit. Add other things, liek classes or weapons, after this necessary step.