There are better solutions regarding the CV/port issue.
1. Dead ports don't spawn Task Groups.
2. Dead Task Groups don't spawn LVT's.
3. LVT's never spawn closer than 500 yards from shore.
4. Supplies must be dropped well inside the base perimeter, within a very short distance of the hangars. Any supplies dropped further away are lost completely, and still count against a limited amount of supplies available on a Task Group.
5. Supply vehicles of any type required to move for at least 3 minutes before supplies can be dropped.
6. AAA remains down for at least 5 minutes regardless of resupply, unless the base changes hands.
7. Limited amount of supplies available from a Task Group, even more limited if it is damaged.
8. Limited number of LVT's available from a damaged Task Group. More damage, fewer LVT's.
9. Gunners on ships and on fields DIE when their gun is destroyed or their ship is sunk. Charge them with a death and give them no message for landing kills.
In the instance you speak of, troops were not the issue at all. The issue was that the Task Group, dead or not, was able to spawn hordes of LVT's either on shore or so close they might as well have been. This made it impossible to knock the AAA down in order to capture the port, even though there were times when the port base was destroyed and the Task group was sunk, the port could not be captured. The instant AAA was knocked down, it was back up from unstoppable resupply.
The situation WAS much worse than trying to take a large base with 20 defending. A large base, without benefit of the Task Group/port resupply exploit, can be completely flattened and the town flattened and captured. With the Task Group/port resupply exploit this is IMPOSSIBLE. With a large base, or ANY base where the Task Group/port resupply exploit does not work, resupply can be completely stopped. The town and town AAA can be flattened and kept down.
A great fight? Really? I suppose, if you call a few people in the port manned AAA and the ship guns sucking up kills while a few people continually spawn hordes of resupply LVT's a great fight.
Regarding side switching exploits.
1. Command of a Task Group not available for at least 30 minutes AFTER switching sides. Include the use of gun positions on land and sea, so that field guns, shore batteries, and ship guns cannot be locked. Few, if any, will switch sides and wait at least 30 minutes to overcome this.
2. Private text or vox and "all" channels (those channels where it is possible to talk to anyone, regardless of country) are disabled to side switcher for at least 30 minutes. Of course, they could use instant message or chat programs, as well as email or phone calls, but those cannot be controlled by the game.
BOTH issues need to be taken care of at the same time. BOTH sides OBVIOUSLY exploited flaws in the game model, and both flaws should be taken care of.