I understand both positions of the banner balance discussion. Yes, if you are in a clan you want to play with your clan mates, it's perfectly fine. But this shouldn't justify a clan roflstomping the pubs of the enemy team, just because they happen to not be in a clan.
The solution I have to offer is the solution I offer to most problems in cRPG:
Implement conquest mode (already)! That way both teams get a clearly defined objective, and they don't spread out over the map, while clan players stick together (which is the main reason for their effectivity - yes, it's really frustrating to see how ignorant or simply retarded most pub players are to not realize that you should always go where your teammates are, not where you see the enemy
). That way the biggest advantage clan players have over random players would get lowered a bit.
And I think we don't even need to discuss that the multiplier system is a big pile of crap, and should get removed, together with the entire upkeep system which lacks function and flexibility in such a shocking extend, that every game designer would start bleeding out of his eyes, nose and ears when he heared about it. And together with the mutliplier system the valour would be gone, but it could be replaced by something similar for the new system (whatever it will be), with the little difference of only being available for the losing team. And perhaps with more gradiations, not only the few best get 100% of the reward, but also a few good ones get 75% and a few decent ones get 50% or the like. So that not only the long term veteran nerd unemloyed players get rewards and motivation.
Looms are a different matter. The entire system should be reworked, yes, but we definitely need some kind of grind and progress in the game, it's an important, if not THE most imortant source of motivation for many, perhaps most people. Including me. Payday: The Heist was only fun until I reached the max level.