I have noticed this year in particular over any other of the many years that I have flown FSO there have been an a majority of months that have an gigantic imbalance issue.
I think it is safe to say that the majority of the imbalance is due to numbers - not saying things don't play out perfectly all the time as we envision it, but with the numbers where they are at (low) it causes major issues when there is as little as a 2-4 pilot swing. We changed the commitment levels to better assist Admins with getting the numbers right, and I think it helps, but still relies on Officers caring enough to change their numbers month to month. With that said, it is understandable to not get numbers right every month/frame. We understand a squad might get an influx due to a holiday weekend whereas another squad might lose guys due to the same holiday.
Over the last few recent years we've had some trials and tribulations with designing new events to be fun, fresh, out of the box. Some work out great, some not so much. Some, we envision the perfect plan for both sides and the orders that go out make that go by the wayside. I personally think these 'assault' style setups (8th AF, attack only style) are the hardest to balance and get right. You basically have to assume the attacker will get to target with X amount of planes to determine what a 'reasonable' success rate is to determine points. I like WarHwk's change of pace with this month to make it objective based and not point based. You blow up your target, you win.
I don't know the solution. I do think however that some of these matchups need trashed...forever. If a FSO is planned where a proper plane set can't occur then that setup needs to go. Just my 1/2 cent.
Since I started to do Admin/design work 3 years ago I've heard it all - no more early Pacific events, no more setups with Stukas, no more 'assault' style setups, no more what-ifs, no more plane substitutions, no more lend-lease, etc. The issue is this rules out the majority of design possibilities, but I understand the various frustrations with some of these design elements. Hence why we've tried our best to avoid some of the most hated elements and work in new ideas to others.
With that said I think we always try to look back on the year and see what worked and what didn't, what could be improved, so feedback is always much appreciated.