- in one-day races (esp. hilly ones), strong classic teams like free team or Alkworld sometimes go very expensive, siebing early, getting easy wins and lots of good positions making the race boring, and even earning lots of money with it
- in tours, sometimes ridiculously strong "superteams" (e.g. AGF in the Vuelta, in parts stevens as well, but different situation there) dominate for three weeks, rest of the teams can pick up the crumbs
- group size -> small groups earn more money due to the better positions in stages and overall, e.g. high salary in a 20 teams group is a lot worse than in a 10 team group
- group structure -> 1 superteam and X weak ones raise the chance to have a boring race, 2 superteams and you may have a good race with others having the chance to be the lucky 3rd
- lower money after reset -> smaller incentive to do a reset, but to properly build a team
- limit reduced riders to 3 -> no "superteam" can be created directly after a reset, but can still be built over time
- automatic relegation to Div 6 after reset -> team possibly ends up in group 2 (if there are enough teams)
- more teams in C4F leading to bigger groups (makes an expensive team riskier but no need to discuss it in this thread, rather belongs to the topic of marketing) and to group splits (teams out of nowhere would probably be in group 2)
- salary cap (possibly depending on category and race type), e.g. max salary for a cat4 tour is 600k, max for cat1 one day race is 500k
- adapting prize money in smaller groups
- introduce a luxury tax (possibly depending on category and race type), e.g. in a cat4 tour you pay 500k in case of 500k salary, but 600k in case of 550k salary (i.e. everything above 500k is paid double), in cat1 one-day races the luxury tax could start earlier
The goal in the end is to make the game enjoyable for everyone (or at least most of us)