Rival Wings is more balanced I think because its balance is centered more on the 'higher state' of mechs that each light party contributes instead of soaring.

The fact that soaring can be caught up to and doesn't deplete certainly helps, as it means only early, catastrophic losses mean the soaring discrepancy will be great enough that it is impossible to overcome (at least before your core gets smashed).

This and the fact that dying is far less of a penalty in RW than FL (and even CC) means that there didn't need to be any flat damage reductions on any jobs in there, and thus many more jobs feel useful because they're not balanced around the organization used by general JP players in FL.

The lack of that organization in FL on our side often leaves our, shall we say, more lackadaisical playerbase bewildered and annoyed enough about the current state of the mode that they frequently make the same forum posts.

But, I think many complaints also center on the lack of change, which I think players coming from other MMOs with PvP or just other PvP games on general like to see because sometimes change for change's sake can be refreshing. They're not getting that here in the only mode they play, which is FL, because they only PvP to get the exp once a day or for season rewards. Basically, I think another way to help the lack of variety and change would be to shake up the PvP roulettes to include RW or even CC dailies, and then make winning daily also worth a ton so more lackadaisical players are encouraged towards at least trying to improve for their own interests.