Spoiler:
This is quite simple, and kinda my biggest pet peeve. When the SC is more than half over, stop sending people into that SC. Yea, it's kinda nice when you enter a SC and get a win for 8 seconds of standing there, and vica versa it's not like it takes up tons of time. But it is frustrating, when you get 3-4 entries into dead/expiring SCs in a row.
2: Disallow Premades to outnumber PUGs
Organize the SC so that if it takes a 6man for one side, it searches for and attempts to input an equal number of Premade's from the opposite side. Hopefully, if we can stop the dual premades v. PUGs the domination might be lessened. This would be the most effective at helping to deal with the multiple smaller premades(the 2's, 3's and 4's that I see) This would mean that if a 6man comes in from dessie, the system would want either a 6man, 3 2mans, 2 3mans, 1 4man+2man, etc from order to match. Obviously, there would have to be a margin of error or else odd groups will have a hard time getting pops.
3: Equal distribution of PUG/Premade
This one is just a random thought, and I actually am entirely unsure if it would help at all. But forcing the game to accept an equal number of PUGs whenever it takes in a premade(for both sides) might help ALOT. I am entirely against seperating PUGs and Premades. But disallowing the game to be directly Premade vs PUG? I think that would help.
4: 1 of each archtype in every SC(Healer/Tank/DPS
Now, this sytem is inherently flawed, since the one "healer" that comes in could be in DPS spec(and good for them!), but it would at least give each side half a chance. And since it is only 3 that is required, the number shouldn't impact the frequency of pops drastically.
5: Best In Class Rewards
Top Healing, Damage, KB, and (eventually) top damage mitigated. This would be a great way to send reward and encourage players to team up and be prepared. The "rewards" could be anything from crafting materials, to gold, to an extra medal/medallion whatever. Do this for BOTH sides(winning and losing) and imo, you have a greater chance of getting people to WANT to fight and do extremely well even on the losing side. Note: the reward would need to not be entirely powerful obviously, since it could be fairly easy to farm, and certain classes will be all but left out for a period of time.
6: Attempt to fill the SC(12 people) before start
It gets frustrating that the SCs are almost always unfilled when the ticker reaches 0 and the SC starts. Maybe this is more of a NA issue than EU though. But possibly force the SC to delay it's start until at least 6 people are IN the SC, not just having queued...
Thoughts? And yes. I am aware 2 and 3 are very similar. But they are technically different points.