So the devs fixed the inflation about 3 weeks ago. Lets us have a look back to the last period.
1. The team game ladder is still a mess.
There are still lots of players with an inflated elo. Just an average 1v1 player will still make it to the top of the RM board. Just to give an example:
No name, because it isnt about this specific player. It is about the stats. This player is still somewhere in the top, while for 1v1 it is just and average player. It will really take a long time to clean up the ladder without interference of the devs. I would say it will takes years and that isnt acceptable.
The best way to fix this mess is a full reset of the ladder.
2. The new system is exploitable
Just look at the number 1 on the ladder:
He is about 600 points clear of everyone and the first one who hits 4k. How did he do this? He just played many games with smurfs. Have a friend who makes a smurf account. Just Alt+F4 when the game starts, so you drop you rating even below 1k. And 800 + 4000 = 2400 on average. So the TG elo is calculated based on 2.4k strength, so he still gets more and more elo. Smurfing is already pretty toxic, but it looks like it is a valid strategy at DE atm. He wont get banned for this behaviour. This point definitely needs a fix.
I suggest a small adjustment for premades to deal with big elo differences. For calculation the strength for a premade you dont just look at the average, but there is also a minimum floor based on the maximum elo of the premades. I suggest upping the elo of every player in a premade compared to the maximum elo of the premade.
For example: If the elo gap is more then 500 (note: This number is just an example), then the lower rated players will get the fictive elo of Max(elo) - 500. Based on this elo the elo the team strength is calculated. To illustrate this with the example from above: 4k + 800 will end up as 4k + 3.5k. As result the average will be 3.75k for the elo calculation. So previously they got matched against 2.4k players, but now they are 3.5k and got matched against 3.5k players. Also in the calculation for the update of the elo, this TG elo will be used. This will greatly reduce the impact of smurf on the ladder. You cant really boost your elo with smurfs any more.
3. Will team games ever be balanced?
Balancing TGs is much harder then balancing 1v1s. And even for a 1v1 a game might feel extreme easy of difficult sometimes. It pretty much already depends on how you play that day, you civ match up, the map, your strategy vs opponent strategy.
For team games this is even worse. You have the same variables for every player on both teams. It not is only about your strategy vs your opponent strategy, but also your team strategy vs you opponents team strategy. Its your team work vs their team work. Your teams consistency vs your opponents team consistency. It is not only about the civs picks, but also about the position of these civ picks. Like pocket cav civs, flanks archer civs. All these factors will add much more variables and makes the outcome much less predictable. As result team games will always be much less balanced then 1v1s. I cant really see any fix for this point. There are some slight improvements. You can find examples of games of only solo players which can be much more balanced based on their elo.