Currently, I notice that guilds are employing a strategy in GvG in which players (or alternate accounts) drop out once the match starts, leaving skilled players in. Due to the chaotic nature of the game, a scoring system that rewards you by the number of deaths the other team has, and a rolling respawn (as opposed to a static one), this creates an unfair advantage for the team with less number of players.
It's possible that guilds could use this strategy to gain crowns (though it's such a small amount I'm not sure why they would). It's also possible that they just get satisfaction from the win, cheese as it may be. It only takes a relatively small group to employ this tactic; 6 people could employ this and either cycle through players or have dedicated players/alternate accounts drop out once the teams are in the pregame lobby. For whatever reason, this kind of strategy significantly lessens the enjoyment had from friendly and competitive GvG.
Currently, teams are awarded 1 point for every death the other team suffers. An easy fix (though not necessarily in implementation) would be to alter the scoring so that points would scale based on how many players the other team has, such as one kill equaling (4/# opposing players) points. This would ensure that the game remains fair, no matter how many players are competing.
Sound reasonable?