tl;dr while editing, please give us a pvp mode where there isn't such a huge gap between teams if they do the one single meta you've designed in the game well or not.
Been thinking about why Rival Wings is angering me so much, and I think it's because the experience really is designed for high team cohesion to succeed. Most PvP in this game is like that, where there's a pretty massive gap between teams that execute your planned strategy for how a match should go, and teams that don't or can't. I'm not saying they should win, but that the experience really sucks overall unless you discern the single way you as designers want us to play and execute it.
I don't think this should change, but I'd kind of like a lower pressure mode where there isn't really only one way to do things, and it's more of skirmishes and small battles than organized team events. I don't mean like Feast, because Feast really just has one way to do it either. Maybe it should be open world pvp or something. But as Japanese game designers, I notice you really tend to ignore the individual over the group, and focus on a group executing everything perfectly to win. The only way you change this is by making "perfect" a very low bar. But it would be nice to have a mode where it doesn't suck horribly if you fail to execute the predetermined strategy. In RW it's often 10 minutes of knowing you have lost, and in shatter it's ten minutes of staring at a huge deficit in points. Same as feast.
I guess something a bit less like savage and more like bomberman, where the fun isn't in a meta but in the chaos. PvP in this game is the exact opposite; every match as a single meta, with maybe an alternate, that you have to stick to and outperform the other team. And if you don't do this, the match is just waiting to end most of the time. I just would like a bit more free form pvp where maybe players can drive events and not react to them so much.