1) Cap All AOE based damage to 5 targets, including Limit Breaks

Current Frontline meta favors synchronizing AOE bursts around grouping up enemy teams and disabling their ability to guard/act. This is achieved via stacking abilities like Dark Knight's Salted Earth combined with Reaper or Dancer's LB and then unleashing heavy hitting AOE LBs and skills. By simply stacking up certain jobs you gain a significantly stronger chance of winning than ever, even when all things are equal in terms of player skill level, but the other team has less effective jobs that synergize with this strategy.

Just try to go up against a SCH stack without jobs that can weather their barrage of DOT damage ... There's a reason the meme "book club" exists. Not to mention, stacking DNC/RPR LBs to keep you locked out of taking any actions for upwards of 10-15 seconds, combined with DRK's Salted Earth to group everyone up, and then sending massive AOE damage via DRG LB, SMN LB, usually enhanced by AST LB or the like. It quickly gets out of hand.

By capping AOE damage to 5 targets, you greatly reduce the potency of AOE abilities and reduce the potency of the "Death Ball/Murder Ball" strategy currently employed by strong premades/groups on NA DC, which largely forgoes engaging with objectives in favor of simply running around the map killing as many people as possible. AOE Sync Bursts would still be potent, but they should not be the end all, be all for winning or strategy in any Frontline map.

If capping AOE damage at 5 targets isn't feasible, then a damage scale reduction like the one that exists in PVE currently, for example the one for Afflatus Misery (Deals unaspected damage to target and all enemies nearby it with a potency of 1,320 for the first enemy, and 50% less for all remaining enemies.) should be applied to all AOE damage abilities (including Limit Breaks) in PVP. Though I would honestly prefer the 5 target cap, I'll take what I can get at this point.