It's interesting you brought this thread up because we might start trying a variation of this for TDM games in SRW vs SIN nights.
From watching Sprig's recent video it's easy to see that SIN felt like our rampart/sledgehamer/clarion strategy was barely different from our usual strategy in which we use 1 or 2 warcarriers.
It seems like the biggest problem with meta TDM is that it's basically impossible to penetrate a well coordinated nest of gunships that are supported. It doesn't exactly matter what they're supported by, as long as there's something. Also, slug railguns stack really well. Once an attacking scout's evasion cooldowns are gone, he's dead.
However, many people (myself included) do not enjoy "dogfighting" turn battle games very much. We've played them in the past. They're a lot like Strike nights. There's not much room for teamwork and it takes forever to kill anything.
I think the best games would be the ones with the most ship variety and builds possible. And the most opportunity for teamwork. What does that mean? It means we need to prioritize weapons/cooldowns with debuffs and buffs. It means we need every ship type. But it also means nests should be very easy to break.
The more I think about it, the more I think slug railgun is to blame. It's a weapon that is literally a decent choice in every single situation in the game. When in doubt, slug something and you're going to help your team. And the fact that it works from such a huge range means that it's even more useful because you rarely have to put yourself in danger to use it. The only downfall is that you need to fly a relatively slow ship in order to use slug. But if you can always run back to a nest at the first sign of trouble, then that isn't really an issue anymore.
So what about this...
Ban T1 scout, T2 scout, T1 bomber, T2 bomber, and SLUG railgun?