This doesn't help at all. You'll still all hit hate cap and be on equal footing regardless of how long it takes to get there. It ends up looking like this (small numbers because they are easier to work with), 10+10+10+10+10+10+10+10+10+10=100
50+50 = 100 <-- currently how it basically breaks down.
90+10 = 100
100+20 = 100
Now if you were to make everything generate less enmity you get something like,
1 X 100 = 100 actions you would still cap out at 100. Meaning whoever preforms the most actions the fastest would indeed get capped enmity first, but as the battle wore on more people would hit cap and you'd still be in the same boat, the mob going everywhere and no control at all.
I just thought of this while i was doing dishes.... how about we make animus spells raise/lower the amount of enmity that can be completely acquired? For example you cast augeo on the pld, he can get 110 enmity, cast minuo on someone else and they can only get 90? OR have them directly raise/lower enmity, so cast augeo on pld and he instantly gets 50, cast minueo on war and he instantly loses 50, instead of them having actions generate more/less enmity, since everyone will hit cap anyway they're a little but pointless, this would make them tremendously useful.