I thought about it, and this really boils down to wishing that folks played the way that "I" wanted them to. There are certain squads that usually bring large numbers in on an attack. Also, there are many of us that like to run missions that essentially do the same, bring numbers to obtain superiority over a target.
< Hijack> Before the split arenas where the only reason some of our squadees were flying in another arena was his choice, I remember the squad chat box being full. As a unit we seemed to get things done, whether it was taking a base, running a fighter sweep, or running missions. After a number of changes, that group just logged in and went their different ways. Pretty soon (in about a year) the squad only consisted of about 3 or 4 die hards, left to carry on the name.
My point: HTC won't force you to play their game a certain way, they only work on ways of making it challenging and balanced. Complaints about large squads, timid squads, NOE missions, etc, come from players (including myself) that the pendulum balance has swung away from. The equalizer has always been the mission planner, which has the ability to swing the pendulum back in your favor. Yet, it is the most ignored part of the game. Sure, there are those that spy on missions. I would say that is the largest contributor to it's non use.
Here again, the action of a few gamers, has defeated hours of coding, and the usefulness of a tool that should be bringing like minded players together to increase their odds of playing the game the way they envisioned it.