Was a good cup, don’t think there was a single game that was unbalanced just because of mercs. But I think it’s a good thing to have a few test cups with different merc rulings/setups, next cup maybe the 1 merc rule, and the cup after that have a system with 1xHeavy 2xAssault, UnlimitedxMedic, UnlimitedxEngi, 1xSniper. Compare how they feel so we have a better feeling/comparison of what actually influences ‘balance’(because some people here think balance is the same thing as team composition).
Apart from that some maps were simply more defense sided which can be blamed on map design but it’s also simply that defending is easier this early in the stage of the game and there are not a lot of creative attack strats yet. But that’s not anything Cup Admins/Management can do much about so just have to deal with that 
Also, for a viewer perspective, it would be nice to have a more spectator friendly HUD that allows new players/viewers to easily understand the flow of the game better. http://www.upload.ee/image/4706930/specUI_progress_bar.png
played around a little bit with the idea in photoshop(im not great at it :P) but the progess bar at the bottom. The bar itself is the timeline progress, grey at round start and fills the color of the team attacking as time progresses. The triangles indicate when ‘X’ object was done by either team, showing if a team was faster or slower per objective and how long they still have for coming objectives. The triangles could also have a small description for what objective it was but didn’t want it to become too obstructive of the view so left that out. There is the top progress bar but I feel it’s not really giving any proper information and it changes how it looks per objective and changes within the same objective to certain things (when EV is damage it shows repair % and when its repaired it shows progress through the map which to new players can look really confusing if the EV gets destroyed 3/4 times in a row). Anyway just my 2 cents.