Queue times are very volatile and seem to be a feature of a poorly optimized queuing algorithm. We've run multiple groups of the same size (from 4-8 people per group) and always have mixed success. Sometimes the groups alternate queues (as expected) and sometimes they end up in different games simultaneously (good queues). Other times one group will sit AFK for 45 minutes while the other group inexplicably hits back-to-back queues. The only thing I can tell you in confidence is that the Aether data center has an over saturation of Flames and they see extremely long queue times when compared to the other Grand Companies.
As far as Adrenaline goes, it's a bit difficult to gauge as there are a number of factors that influence it. We estimate the values at 6-8 kills unbuffed, 3-5 kills with Battle High, and 2-3 kills with Battle Fever to go from empty to full. You hit the lower end of the estimation if you land the killing blow and the high end if the kill was picked up by another party member. You seem to generate less Adrenaline if the kill is picked up by someone in an allied Alliance versus your own party but it could also be a damage contribution thing. It's hard to say.
Strangely enough, some of our hardest fought games are where the opposing Alliances (and perhaps our own) are completely objective focused. The initial Alpha Node (+Haste) is quickly killed and both the opposing teams scatter to the outskirts before we have a chance to get things going. This puts us in a situation where we don't have many, if any, kill streaks going and all the potential Limit Break targets (if we have it) are gone. We then have the choice of camping the center to secure the Beta Node and hope we are able to get things rolling once everyone returns or attempting to pursue an outer node ourselves. This also keeps the scores within competitive distance (30-60 points per team) as there are not usually many 'kill' points on the board. I'm not sure whether it's the unique dynamic of the game progression or simply stronger players in these scenarios but most games that follow this progression end in a closer score (20-60 point differential).
After giving it some thought I'd like to see the Beta Node's (+HP) spawn time pushed back by 45 to 75 seconds. I feel that this would promote the value of the outer nodes as there is less objective worth in the middle. This also give the opportunity for players who pursue the outer nodes to make it back to the middle to contest the Beta Node. A decisive victory over an outer node, either through excellent teamwork or another Grand Company's choice to ignore the objective, should allow a team enough time to take the objective and make it back as (or slightly before) the Beta Node is spawning. This also gives a team the option to stay in the middle in order to get a head start on the Beta Node but with less free time before the other teams return to contest the node. While there is less objective worth, there is still some strategic worth as you can get the initiative on teams who are coming up the jump pads and/or ramps.
Personally, I like the Interceptor Node as it is. The pulse AoE brings a new dynamic to the fray as it messes with crowd control and puts a bit more (though not much) strain on healing. It really brings out the feeling of a Team Deathmatch as you have a bloody battle over the final objective with every team using their full force. I also find the Object 130 enrage (if you ever see it) to be hilarious.. but maybe that's just me.