Two things I want to echo and elaborate on - and these were definitely mentioned in the beta forum -
First, we (Mixed Nuts - Extra Spicy) were against an alliance with less hero progression than our team. What started out in the first half as a close battle became very clear that there was a huge imbalance in the second half when our hero lists were not as depleted than the opponent. We essentially doubled up their score. There needs to be some work on improving the matching or incentives to push up our cup counts and make our alliance sit higher in the list (we are still talking top 20 for this imbalanced fight). With the abundance of food/iron being at lower cup counts the only way to progress heroes quickly is to lower cup counts which has the secondary and compound affect of making Alliance Wars far less competitive.
Second, there has to be a mechanism to handle the imbalance within an alliance. We had 4-5 members repeatedly attacked because the scores were much better than could be achieved attacking some of the better defense teams, the difference often equated to about 10x the number of points. In a more balanced fight this would make the strategy very “wait and see” which puts additional time constraints and time zone differences into play. There has to be a bigger incentive to go after different teams over time and potentially a diminishing incentive to killing the same team over and over. Ultimately this will just de-motivate those people who are still growing there defense and cause churn out of good players in the ecosystem. I know I would not want to feel like I am dragging now my team and would likely consider moving on with my gameplay to somewhere more balanced.
Oh and lastly – we need better rewards - the war was fun, but I can farm 100 monster kills and get better rewards. I should just sit at 1600 cups and crush any alliances that we are put up against in the way that the game is currently incentivizing my play.