I find it hard to understand why it is so difficult to implement a repair score and a damage score in this game. Players with a strong repair score or damage score can be balanced evenly between teams (A team has both strong reps and strong attackers). The players who have both weak repair scores and damage scores can be balanced evenly between teams, equally distributing the liabilities for each team. Total score can then equal repair score + damage score. Repair score is a fundamentally important base data of the game and majorly impacts it, so it's bewildering, that this has not already been implemented for the players to see. Players who see a repair score can better understand what is happening in this game (for balance etc). Hiding the repair score with secret values does not help and is being counter productive to balance, we the players, cannot understand how much this hidden figure is messing up balance.
As for people switching to the winning team, lock their rank at recruit for the rest of that game, problem solved. Renx is already very different to original Ren, why is implementing such a basic system of numbers so impossible?