Commanders might be flawed but man they help end a stalemate. Sub-commanders imo is a bad idea, just cause of the amount of chaos it can cause in full games (there's enough of it already in 64 player games) and some commanders are just plain rude which can cause additional conflict in chat as to what rushes would work, with a lot of insults being thrown around while the enemy team rushes and kills 3/5 buildings, along with the fact that someone else might use CP right before a rush to cruise which can completely mess everything up, cause now instead of a dead building there's permanent afk reps stretching the game out to be longer. Honestly, I'm not sure on how to tackle a problem like that without making the games extremely long, though the thing I will say is current public game commanders should let newer commanders step up and get used to the pressure and help them out as much as they can. The other thing would be adding a lot more QoL stuff, such as important keybinds for stopping harvester, selecting commander powers on the press of a button, a keybind for teammates to automatically private message the commander etc, so newer commanders feel more confident. Maybe at the most, commander buffs can be used by a person who initiates a vote that lasts 15 seconds tops, so he gets access to a one buff only if their team doesn't have a commander. This reduces the pressure cause you're not really commanding + helps people who are sneaking to use smoke strikes while there is no commander to help them sneak, though that essentially gives techie a commander smoke grenade. No idea how broken that could be in practice