Dominion is fun, but I'd like a few thoughts and suggestions considered.
Rotation Variation
If you've played Blizzard's Overwatch, you experience the game mode shifting ever so slightly each match in a rotation. This keeps players continually interested for long periods of time. The variations do not have to be extreme to be highly effective at creating a long lasting appeal. More simply put, take caution in designing each map on the same philosophy of objective and front balance as changes more so then already seen create long lasting appeal.
Two variety suggestions
Mixed-in Progression Maps
In addition some maps, in Overwatch proceed onward to new areas of the map as the defensive team gets overwhelmed. It would very fun to have a few maps in the rotation that proceed to two new objectives and a new front with an emphasis on the attack team having the advantage at the initial map section. It would give meaning to say the Ram battering down a door that leads to the final section of the map, assuming the attack team overwhelmed the defensive team. This mixed into the rotation would offer long-lasting variety.
Mixed-in Hard-Press Maps
A few maps designed elaborately but also much more condensed and based around three objectives in addition to the front. If you lose all three objectives and the front, the game ends if none are challenged. If one is challenged the game continues. If the game lasts 10 minutes, two of the points will be designed to be sabotaged by the map and disappear as control points, proceeding to potentially kill players around those areas. This leaves one objective and the front, to close the game out quicker. All maps would still have the basic max time.
Game Length
Look into having each map have more of it's own game length. 5 to 15 minute average game length variation depending on the unique aspects of the map and what is suitable.
Thank you for letting me participate in the Closed Alpha!
Cheers,