Haven't played destro in awhile
played destro today... attacked two forts and won two forts 100% success rate

data can be spun very easily
Alot of players in general have learn to play issues, and also destro has psychological problem with forts and the need to be "carried" by premades ... too much self apathy and little belief unless they riding wave of momentum for clutch moments.
It comes down to clutch moments and s3 in particular... tanks should know how to tank, guard, push and m4 rotate... (do not stand in door way body blocking entire realm, you need to get through and harras and be the platform and solid foundation for your team) healers should know how to position and heal and when to use FM for superior healing when m4's run out... dps should know how to assist and build their gear/tactics and do actual damage and when and where to use their offensive morales and heal debuffs to create a kill zone for your faction.
You need to push in and clear space for the rest of your faction... and also be in sync with the rest of your faction. Too many times you have very bad back seat leaders try over talk those who know what they are doing, and sometimes trolls with bad countdowns and too many dry pushes against well organised defence... which wastes time and also makes some people give up after one push (lol and start the afk, which makes every other push afterwards a little harder) its very cluster**** ... also maybe too many people on alts trying to gear up instead of bring something more useful can be a issue of quality too.
As the attacker, you need to have precision and a plan... too many times this is lacking, if you do not have all the holy trinty tanks (m4s x 2) dps which do dmg and get kills and healers that are doing more than one group heal every 10 seconds ... this is more a issue for pugs than premades, but a premade cannot do all the work by themselves if there is equal amount of organised premades defending or more, the pugs need to carry their own weight more and this is the bigger issue on destro.
Destro try to stretch order and push multiple forts and sometimes can work but its very big gamble and some what defeatist and fails too often ... if you dominate you should push one zone and gurantee its lock with your strongest fighters .
Id like to also add... throwing, destro do this blatantly many times (hello defending third floor of fort and never pushing down once and let them passively take fort and have a city which they are more likely to win and farm order for easy gains) order very rarely throw if at all, its usually incompetence why they lose (if not lack of number)
Throwing, self pity and weird tactics giving up easy, gambling and failing is the biggest difference between factions (order used to get stomped at forts too and had alot of self pity and same with cities too and were told to "get gud")... forts design helps order usual rpds shine a bit more but if you get a proper melee train inside things even out pretty fast... the main fact is groups and quality is quite often poor and so rain of fire and engi and now sw too spam kills weak groups before they even push so cannot make any impact or difference (so the numbers advantage is lost, and as a attacker you have to do more work than defender) because they lack the holy trinty in their setup and some learn to play issues which make them fail in clutch moments. Pushing is very easy and simple, people over complicate things and don't utilize the basics of their class.
Also alot of puggies do not commit, when defenders are weak and ready to be over run, people wait in door way or outside for others to do the work before pushing in... its do or die... not standby on the sidelines giving defenders a breather and chance to fast rez and recover... you keep pressure on and break them.
Seems like a player issue more than balance or faction issue

160 people... you should have atleast 5 2-2-2 organised wb's or semi pug with pre morales. Then there will be smaller groups ganking or defending jail.
Forts are the worse part of game, but still they are part of the game.