[quote=“artfulSedan;9915”]Why not? You don’t have to play it if you don’t want to? It doesn’t harm nor affect any of the other gamemodes. And i prefer soem variety. Also stopwatchmode is good when the map is baised towards either def or att.
And the maps are big enough so it isn’t the problem like in CS with 20 people on a map made for 10[/quote]
This was my answer to “why not”, highlighting the relevant parts:
So why not keep Casual matchmaking simple. Aside from unifying the player pool and streamlining the UX, the big advantage is that auto balancing can be implemented in objective, while it would be weird in stopwatch.
Benefits of taking something away are not always easy to see, it doesn’t mean they don’t exist. 
Does casual stopwatch mode really provide significant variety? To me it feels exactly the same, only that you are guaranteed to play each map on each side.
What if it would be replaced with a gametype that’s actually different? Without getting too fancy, there are some interesting options, e.g.:
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A practice mode, like in CoD where everyone is anonymous and there are no scoreboards or chat. The only tracked score is your own and it’s compared to your previous scores. This is a great way for players to focus on learning the game, without being concerned about their relative performance or how the team is doing.
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The notorious Team Deathmatch, where players can go to practice their aim or warm up without worrying about the objectives.
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Simple King of the Hill gameplay, as a minor step up from TDM.
What I like best about CSGO’s gametypes is how they provide a natural progression for new players (or depending on your state of mind): TDM for pure aim practice. Arms Race as the simplest form of competitive gunplay. Demolition introduces objectives. The actual casual mode introduces weapon buying. And finally the competitive mode introduces balanced 5on5 with friendly fire and more complex buying rules.