Regarding your video about time: what I'm most worried about is what's known as "offline raids". This is an issue in many games with persistent worlds. I know that Battlescape isn't persistent, but when matches are supposed to persist longer than any one session, the same issues are present.
When a player logs off, presumably their assets still exist within the game world. Therefore, other players can interact with their stuff while the player is offline. In battlescape this wouldn't be a huge problem mainly because of the expendable nature of the ships, each one only persisting within one match.
However, there is still the issue of peak time and timezones. If all the players in a match are connected to a regional server, then there would be epic battles during peak hours. Someone playing during the night would see only a few other players. If players in a match are scattered across the world, there would be multiple peak times and the issue is solved (but there is less chance of a massive battle).
Assuming that regional servers are put into place, a guild could organize a nighttime raid where most of the other team's players are offline, thus ending the match easily.
There are solutions: Have a match be filled with players of varying timezones, restrict wartime to peak hours, or have a passive AI defense that can kill enemies by itself.