Part of the issue with DRG + DRK is the general lack of player skill. I think with the change where DRG LB's now appear red things may get slightly better (yeah right!). I'm more disappointed that there aren't other combos in the game like it to diversify it a bit. Ideally, moves get different properties in frontlines and more jobs can synergize in this way.
The lack of updates for the mode for several patches has been severely disappointing. I thought the last set of frontline specific adjustments all made sense, they just didn't take it far enough and missed some things (AST).
I think randomness is necessary for how the playerbase plays this mode, which is full of casual players using no comms whatsoever. If you consider the least random of all the maps (Shatter), it features the largest steamrolls when premades are involved. Of course there are other reasons why this is the case, but the general symmetry and predictable flow of the match means that once you are ahead you generally do not need to take risks which is why the best strategy for that mode is to ignore ice for the first part of the game and just focus on battle high. I find it funny that the super esports competitive mode Crystalline Conflict has more map gimmicks than the more casual mode with mostly roulette players in Frontline.