I also prefer the “1 merc rule” over both your idea and what we saw in the last cups.
Before I argue for the 1 Merc let me preface a view things.
I’m not factoring in Playerskill and Merc preferences. I’m mainly looking at idealized Merc stats based on what is perceived as strong right now.
Comp play means 5 vs 5 meaning at every given time a team has to fill 5 Slots.
One very important part is killing the opposition to make a play. Therefore the overall Killing potential (KP) of a team is always important.
With that to the different systems.
Yours is simple. You allow 1Slot per class and 2 for the medic classes. And have the engineer on rotation with all classes.
So I start out by picking every class (the engineer is important and I will have him up almost all the time) however since the medic increases both my (KP) and my objective solving capabilities (people stay alive longer / more time for plays) so I will bring two medics.
There are only two decisions left to make what class takes up the engineering slot and what mercs do I bring.
Assault, Engineer, Medic is a given so I will rotate my enigneer slot most likely between the support and the recon.
Merc selection dead simple (KP) is important so I take those that do their class jobs and improve my (KP) the best.
That lineup looks like this (Fragger, Bushwacker, Sawbones (2), skyhammer/vassili)
Unsurprisingly that lineup looks very familiar.
Which brings me to the current Dirtycup system.
It allows all picks except assault class. Unsurprisingly the base composition looks the same (It is simply the best for most situations right now).
If I need a certain role I will simply doubledown on the same merc twice that does the job (except fragger). Need stronger objective game double up the bushwacker. Get the EV down more often add a second skyhammer. Need a second medic here comes the Sawbones twin.
Because choosing them will increase your job power without affecting your (KP).
And because of that Team compositions stay very similar and predictable (the mercs only change if patches changes the pecking order of the mercs).
Now the 1 merc rule starts out with the same composition, except you can’t have that second Sawbones. So you have to pack Aura.
But she doesn’t have the killing potential and is more situational.
That creates a slight opening in the team that can be exploited. Maybe pack a Nader or a Fletcher, to counter the Aura (instead of a second medic). Same goes for objectives. If I can’t use a second bushwacker I have to make a decision fletcher or proxy.
Both are not perfect in every situation adding more openings against your team.
Imho this leads to more interesting matches (and faster since defenses are less watertight). Adds a strategic component to merc selection and will promote merc counter picks. Resulting in more merc varity in tournaments (and who doesn’t love to see their favourite merc played by pros).
Maybe even crazy stuff like 4 assaults + enigneer for certain moments in a match to trow the opposition off.