I was nodding away right up till here. I think the personal skills, within a team, of each team members are important to the whole. It's not about clicks per minute, rather simply comprehension; understanding the situation as a whole and making personal, moment to moment decisions - when to press that half damaged Tower, when to pull back from that nearly dead UB. You can tell the difference from someone who 'gets it' and someone who's winging it, even in public games.
I guess I'm not really talking about pub games in their current form...I expect teams to organise themselves and coordinate with each other over voice in a game like DG, and maybe that's something for a sequel to integrate or whatever. When I played on voice, even with a friend who had never played before, by having a single leader barking positioning and the rest of the team giving feedback we would still outperform a pub team with experienced players.
My (attempted) point is this: our player who really had nfi what to do was able to hold his own against people who had been playing for a month or so simply because we were on voice and working as a team. Our opponents were unable to capitalise on what should have been the (very) weak link in our team because despite him having a very low personal skill level, our teamwork was good.
I do think games that placing an emphasis on teamwork are good, I played clan TF2 for a while which was an absolute blast and required a near psychic link between the medics and offensive classes, but my concern is that it's maybe a little too prevalent in DG. You should be able to exploit a weak team member more easily than is the case at the moment, and I worry that in a game of such fine margins the random elements of the game are going to dominate results between even teams.
I don't want to sound like a pointless basher, I just think it's a fairly interesting aspect of multiplayer game design that's probably worth talking about. The new DG with his warp abilities actually sounds a lot like something that would involve some serious timing to get right, so I'm looking forward to the new patch and seeing what we can do with it