There should be 2 seperate discussion for native. Dueling and Team/competitive playing. The two are so different. Dueling Is such a shit fest on native. No armor, feint fests. Flip the coin, though and there we have something to discuss when it comes to competitve games.
In fact, pound for pound, I'd say the competitive capabilities of CRPG are better. Because, with the way crpg is, beating your opponent is all about maximizing your group(clan, team, etc) strengths and avoiding the weaknesses. Cause each team can have a varied skill set AND varied build, your ability to adapt, play, and win, is much, much more important.
If anything, native "Competitive clannners" should try it out in crpg. I bet things would be way more different and more interesting and challenging that way.
we tried, it was an easy, abusable joke.
either get everyone packing a crossbow and 70 body armour with a str build + 2h/polearm + tankcav or work around abusing the hell out of whatever rules they put in to stop this abuse
cRPG pub play is about abusing the game to the max to win, competitive play in general is about abusing the game to the max to win, combine those 2 and it's just an abuse of the system fest ... very little skill if everyone's running around in tin can with STR builds just spamming their OP kick button to get all their kills. (welcome to competitive cRPG play, 90% of kills from spam/kicks).
native clan matches work so well because there are discernible roles; you're either an archer, a cavalry, or a spearman/thrower with 1h - depending on the map (competitive not public, on pub most people go archer), take too many of any class = free loss - because there are discernible roles, the system is very hard to abuse
also, throwing out a facepalm at the first person that says "herder crossbowmen in native can fight as well as infantrymen". they have like 2 powerstrike