Hi ! Well, it seems I don't share the same experience even though I understand your worries. To begin with, I don't play (probably) on the same time zone, but my group never exceed 8 players (with a 4-5 players general base) from my own experience :
-There are almost always 2-3 zones opened. Fact is, 95% of population is focused on a single one. Conclusion : Players have the possibility to split on less populated areas to avoid zerg and big mass but don't. Some will argue lack of gain or interest (no opposition, no gain, which is obvious afaik...), but none think about starting the impulsion forcing opposing faction to move. Each time my small team "forced" opponent to react starting to attack a keep, we received 2 warbands in the face destroying ram and returning on most active area.
- According we are roaming since few years, our analysis is a bit different. Before, a faction was waiting behind his keep wall waiting for the siege. Now, they zerg, exploding each BO they cross on their way. Problem of this politic, they crush, but their realm doesn't gain any benefit of this method according they are unable to capitalize to rank up. Spreading being the key in long term.
-We cross multiple small group far from the zerg and have some good and interesting fights. Problem is some maps are not very well-designed to play this kind of "guerrilla" game. Now about general mechanics.
-BO.
--You propose to remove ticks. Would it give you the assurance that those who are staying under it will play as a small group? Answer is no. Or they already would.
--On the other side, a BO stays active and produce resources for 2mins without anyone to keep it before turning neutral. It means there is no reason to stay under BO, unless you make this personal choice.
-Portals.
--Condition to use it has a cost for your realm. Anyone, even Small groups can use it to deploy and it is an interesting mechanics for anyone smart enough to take advantage of it (and avoiding warcamp siege...). Again, if some players enjoy stacking around a BO (cause imo,this is your issue with portals), shall you blame the mechanics or the player choice?
You could propose to remove keep walls because some are hiding behind, it would be the same

.
-Supplies.
--Ahh:). According the amount of non returned supplies on the floor during my play time, i really wonder what you mean, cause im
o, it seems players don't give a great interest about it.
My conclusion.
Open RvR, by his name is Open. Which means anyone is able to join at any moment and find his place in the puzzle. As said my guild don't follow the mass as much as possible and even our cession can be unequal, it depends more on population/AAO than BO standing. I'm in contact with some other guilds experiencing the same. I guess, if i play in small group, if you play in small group, if some still play in small group it is possible to anyone wants too. Ofc, the less interested with, the less you will find some. You can blame mechanics, and well, you can be right as i can be too in the same time. But as my keep wall example, there is some level where you must ask yourself about players mentality (and there is no offense when i say this). Some want everything for nothing. Some just want to follow. Some are just soloing. But changing mechanics won't change players mind and won't transform a BO keeper on a premade fan.
On a positive note
ORvR reworks is 70% implemented atm (on the base of the blueprint presented last year). Finishing and refining work has started these last days.
-Some adjustments were planned to reduce ticks amount on the base of number of players around. Never deployed for some reasons. But it should be in the next weeks.
-Some adjustment are planned about supplies too, like dropping it at warcamps
.