People seem to forget that prior to aoe cap increase, there was still zerging. Main difference was that players had safety in numbers, as they could hide inside nearby allies and therefor enemy aoe would have a chance to spread out to random 9 players if the aoe cap was reached, instead of now where you cant hide inside allied numbers for "aoe protection by aoe cap"
Personally I believe there doesnt need to be an aoe cap, in a game which actually has a natural aoe limmit in the Collision making it for a hard limmit on how many players you can even fit into a 30ft areas

Theres only so many blackorcs you can fit into that area, and that, is the natural aao limmit.
Aoe cap increased provided a chance to punish players for stacking, compared to before where players got rewarded for hiding in bigger groups to spread the incoming aoe out on more targets and therefor lowering the criticalmass. The issue right now, is that there are pretty much no zergbusting tools or abilities as they have all been nerfed or removed. Morale bombing, aoe healdebuff on DPS runie/zealot etc.
The reason aoe stacking is the meta, and not full 24man singletarget mainassist warbands, is how the original game was developed. Look how fast is it to ress a single guy and how much crosshealing can flow around unto the targeted guy against an assist train, one way to break this is by pressuring healer by making their entire groups take damage so they have to stop and groupheal which roots them in place for then to be punished instead of bunny jumping around flashhealing.
This was showing alot in the launch days of Citysieges on RoR, before the Stake was added to WH/WE these classes didnt see as much play because of how they struggle shaking off Challenge stacks without Aoe, and because any target they would kill could just get ressed back up as fast as it took to confirm a kill. (90min perma fights instance1 spring to mind from that era)
Basicly the aoe is needed, as a result of how potent ressing is and that is by design of original Mythic when you look at Resssickness, instantress tactics, and casttime on ressurect, this game was meant to have casualties and momentumswings back and forth.
That being said the aoe pressure is not what carries in a 3aoe1st composition, its the ST that carries, the aoe is just needed to keep the enemy healers busy and to confirm the snowball when it starts rolling.
As for the Anti-zerg debuff in orvr, im not sure i see the point. I dont think the playerbase is adapting to this at all. First time it was implimented in lotd Order's first response to it, was to stack several warbands on same discord and blob up. Then it got increased from 50 to 65% and the response? continue blobbing and rushing mid BOs.
If the anti-zerg debuff can function in lotd, i wonder if the same code could be used to create local aao so solo roamers are not getting punished for what the warbands are doing in a zone, and if a tryhard warband is winning a 24v48 fight somewhere they get rewarded for the local aao instead of based on what the rest of their realm is doing somewhere else in the zone. Reward players, dont punish approach to promote good and fun pvp.