As usual, you fail to see the larger picture. Also, I said "we" because it's not just me, it's everyone on the dev team as far as I know. The problem is that while melee can choose who to chase, chasing is all they can do until their opponent chooses to engage them. This is due to the fact that the only way melee can work towards achieving the round goal (otherwise known as winning), is to be in melee range, yet there's nothing to force these other classes into melee range (even MotF often fails to do that).
This is a flaw with the NATIVE battle system lacking an objective outside of "kill each other", and a major reason many players chose to play crpg over native (ranged is rather tame, by comparison.)
Then maps should designed with a defensive and attacking point of view.
A battle isnt a random thing, one side is always the agressor whilst the other is acting out of self preservation.
The defenders obviously arent dumb and should thus take the tacticly superior position. (High ground, etc.)
Now, you might say: unbalance!!!!
Yes, true, but an attacker never attacks without being vaguely sure about a possible victory - this most likely shows in a higher number of troops.
Defenders: less players, tacticly superior spawn.
Attackers: more players but a tacticly inferior spawn.
This will give a direction to battle.
The troop case could be like the attackers get 60% of the players or whatever, not my biz
Btw, You guys should have some more fantasy on the dev team. Dont you ever brainstorm together? :/