Well, we're going down the same road again, Woodsman. I think, balance has always been an issue in UO. It was the main reason for Factions. It was supposed to be a Guild of Guilds, where the GMs create an alliance, where Kings bow down to each other and set their men to any challenge.
But, that's not what happened. Instead, the system split the people and created greed. Smashing team work and making the enemy, you and me, and making what was yours, mine and my war, yours.
The only equal to this, the only thing that could set this straight, would be the system, itself. Even though, you want to have player control, I think you need to have a system, that over sees, by collecting information and then using that information to create balance.
At the beginning, we've seen this. The champ spawn began and it was won but the objective changed. Now, imagine a system, created balance. For example: 5 people begin a champ spawn. They complete Tier 1 and head into Tier 2, while in the area, the system is keeping count. 10 more enter and begin to do damage to the 5. All of a sudden, Guardians spawn and begin to remove the 5, creating balance and a fair, field of play.
Other things could happen as well. Less of a chance for reward. If you didn't start and finish the spawn, the boss would have a chance to instant kill anyone who has not killed a percentage of the spawn and does damage to the boss.
Now, this might sound, Trammy but the reason behind it, is to protect the player and create balance. The same thing could be done with Factions, where you use the spawns. For example: If TB had one man and COM had 5,000, which of course, you could have a balancing system right there, like Battle Field, where you change teams automatically but if you didn't, then imagine that man in TB, is holding a chain in his hand and attatched to the chain is a dragon equal to 4,999 men.