The idea of Breach mode is fun and interesting as well as compelling to play but there are some things that could be addressed.

XP GAINS:
This mode will see little to no activity if people realize that it is faster to level up by playing either PvP or PvAI Dominion. On average it takes me about 5.5 minutes or less to finish a PvAI match with random people and receive approximately 800-1000 xp. It only take sme and my friends 3.5 to 4.5 minutes to do the same. PvP usually takes about 10 minutes maybe 15 if it's a close match with the same approximate 800-1000 xp. Breach Mode takes anywhere from 8-12 minutes on Defenders and 15-18 minutes on Attackers when doing PvAI. That means Breach can take anywhere from double to triple the time to finish a match for the same reward. The xp per match should reflect this difference which ought to be 1500-2000 per match to validate playing it over Dominion. Part of the reason many people I know don't play the other modes in the game is because those modes simply aren't worth the time for the xp gained.

PIKEMAN:
There is still the occasional time when I will think I am blocking them and they will stab me through my guard, this primarily occurs when they reach the 0-25 degree area on the left and 155-180 degree area on right side of the player. I would prefer that they get auto-blocked just like a player who is behind you. Please do not nerf them any further, they are in a very good place compared to the previous iteration from the Tech Test.

GUARDIAN:
I only noticed that it is very difficult to solo him in comparison with the previous iteration; however, he is utterly useless. I did not play many PvP matches but we only killed him once because we wanted to wipe the enemy team to advance the ram. I'd bet that more people would go to fight him if the buffs were more significant, or if he dropped the shield totem on death. Personally, I'd prefer the latter as the shield totem is usually snatched up by one team and planted before anyone even notices.

THE LORD COMMANDER:
Disappointing to say the least. If the attackers have enough lives they can practically zerg rush him and usually, the attackers have plenty of lives. He appears to have far more grenades at his disposal that are underwhelming. I didn’t notice any change in his combat-style or damage. If it were up to me I would change two things:
1) The different factions would have different commanders i.e. Jarl, Daimyo, Lord. Each one would have their own weapons and combat styles and feats based on their faction.
2) The zone attacks do nothing but wipe out Pikeman. There are perfectly functional and fun to fight bosses in the game with working movesets. Make these “Commanders” variants of either the playable heroes, or the bosses from the campaign. One example would be to have a Daimyo who carries a Nodachi like the Kensei, but every attack is unblockable because they have the unblockable feat always active. Then they may not even need a health buff. I remember when Test Your Metal was active, and the strongest variants of bosses like Apollyon at the end of the event could wipe almost an entire team of players. THAT is how it should feel to fight the Commanders. Expanding this idea further, you could have an event where the TYM bosses are the Commanders for a week. Later when new maps come out new variants of the Commanders can be released such as a Shugoki variant for the Daimyo who deals more damage but runs out of stamina faster. Please Ubi, this mode could be so much more and I’d bet no one would have a problem with actual bosses for the final fight rather than some spliced together Captain/Highlander who spams zones and grenades.
P.S. Why in the blazes do all of the Guardians & Commanders carry a Rogan longsword, please change.

RAMPARTS/ARCHERS:
Capturing all of the ramparts should buff your minions (archers & pikeman) or at least reduce the spawn of the defending team’s pikeman. This will help speed the mode up just enough without ruining the flow of combat. I feel like capturing archer points is pointless because they barely do anything to enemy pikeman and players who get to the ram and I have to go clear them out myself. Maybe if the archers from the previous point could help out the archers from the next point or at least shoot at enemy players then that might help but I’m not sure.

SHIELD TOTEM:
Should be renamed to BUFF Totem and should increase the speed of the ram instead of shielding it, and should still shield the gate or increase the cauldron damage. This will emphasize the importance of protecting the ram and make getting the flag more important. If the ram is blocked then with the totem it will simply push the pikeman or run them over and kill them. If it is at a gate it will ‘fire’ more frequently and it will move even faster when escorted. I propose these options because the ram is so meaty it almost never gets destroyed before the attackers run out of tickets or break through the second gate.