Solaris definitely could've used some love... and less than 14 different queues. FFA was impossible due to the implementation of sides in CryEngine as far as I was aware, that there was 'allies' and 'enemies' basically. Still, would've been nice to have if they got it working, or had the possibility of making MWO2 in a different engine. But, I'm not sure why everything was split into divisions. Yes, some mechs are better than others, but mech effectiveness and pilot skill have always both been a factor of player MMR. Why mech effectiveness matters more now (by only the metric of how well a certain chassis performed that the balance team decided its division) is a mystery to me. It'd regulate itself with the best mech/player combinations towards the top, and worst mech/player combinations towards the bottom as people figured out metas. It also prevents having a match between a good player in a bad 'D6' tier mech fighting against a bad player in a 'D2' tier mech. The aesthetic/arenas of Solaris are pretty fun though. Duncan Fisher was even great until you had heard the 3 lines enough and turned him off ;p I would like it if Quick Play took some of that arcadey aesthetic in their map design and playstyle, just a big team deathmatch for viewers to enjoy, and make FP the de facto 'military simulator'. We'll see what the re-imagining looks like.
Nothing is 'impossible' when it comes to a lot of features in coding. But for such a small team - even though I've said a lot of things about PGI - I'd understand that you'd say "nah we can't do that" if it means you'd have to dive into the source code of a big boy pants game engine like CryEngine.