no thank you. Decks are balanced by their unit selection, and if you want a deck with no weakness a little teamwork isn't much to ask.
Its asking for more than "a little teamwork" when 1 guy has to suddenly control half a 10v10 game....
I mean, people still pay for said units, all it does is mean that the team doesnt have added pressure of suddenly trying to figure out where the "hole in the line" is so to speak. The whole "but people could fix issues in their deck" thing to me is kind of moot, people already can do this with very, VERY basic teamwork, the most damaging thing that happens in 10v10 (hell, anything above a 4v4 if they adopt the same system as the wargame series of dedicated servers with any variable number up to 10) is that you have a domino effect of the following.
Man disconnects for some reason
Some poor soul out of depth, not got the right deck, something gets their stuff on the other side of the map
Sometimes they try to hold out, but more often this fails due to having the wrong deck/not enough kit/points to suddenly defend 2 different zones. They drop out not wanting to waste their time not having fun.
Man number 3 drops out
Man number 4 drops out
Man number 5 drops out
Im sure you can see where this is going, right chaps? This when i played anything above a 4v4 was the single most common problem i ever had, even above stacked teams. I would rather this domino plague not go into a new game which to be frank, is going to have it worse because you will have people using decks which weaken over time, simply people with airborne decks cannot be expected to fight tigers with locusts, tetrarchs and cromwells across multiple parts of the front which is why the ability for the player to give away a section of the front to somebody whom is playing in that area will be exceptionally helpful.