I'm not entirely sure I understand the details of your criticisms at this point, however.
Slaughter holds depth to it. It needs refinement, yes. However that Refinement is reliant just as much on the aspect on how players are playing the mode as it is on balance adjustments to the content. In my experience thus far PvP's lack of depth has more to do with players herding into crowd mentalities rather than work on the strategies that are in place. Cometeor spam is useful because players all hurtle together - when the mechanics of Frontline benefit most when the players spread to other objectives and function as three separate units.
Can we blame SE for the poor utility use of its players and those who capitalize on it? Malestrom in the morning is so dynamically different than Malestrom in the evening because of how much easier it is to focus objectives and get the appropriate roles. I think both need to be addressed.
30 points is nothing to snuff at. You'd have to suffer an entire wipe of the alliance and more to lose that amount in kills. But as far as camping someone else's incoming pads. That's just a matter of having your tanks lead up the jump and baiting out cometeors and sleeps. Also, having one party defending that section and engaging the enemy directly when it comes time for your team to return also prevents the camping. Target attack the Magic DPS with your tank and other DPS and have your healers spread apart from one another while the front group engages. To better facilitate this you can have your tank-heavy party stay on the center or swap a tank for more DPS on the exterior objections as it should take only one tank each to secure the objective.
What I see happening most is that only one party is running off to the objective and gaining 15 points, instead of contesting two.
There are other things I see that are poorly thought out on return. Remaining on mounts when you're using the jump pad. There are a lot of things that are preventable with just a little bit of forethought. But the combat is new and it's very loose. However, teamwork will win out if you're playing intelligently - which is my main point.
On the feedback: I can see this working, as well as simply having more alpha nodes spawn or perhaps the Beta ones spawn outside. Obviously the system can be improved upon. I just feel it may be prudent to wait a bit for the players to improve first so we can narrow out more concise adjustments. New mode-new meta. Let the meta sort out a bit.