TL;DR I highly doubt it will be implemented, as the majority of shared opinions have not been positive even if some people really like it, the improvements in queue times don’t seem to be durable, and the restructuring required for its implementation would be even more destabilizing than those that have been brought in for RQ and 222.
Like with the dev team opinions are highly polarized. That said I have seen very few reversals in original opinions, which is part of what would be needed for the change to be realistically considered.
A) Day 1 opinions may have been ‘knee-jerk,’ according to supporters, but they also probably form the bulk of the feedback the devs have received. If no one has gone back to revise it, or they don’t make other posts or statements doing functionally the same thing, then that feedback is forever.
B) Over time all the queues, not just Experimental’s, have been reverting to DPS being the longest again, while supports have remained consistently the shortest. This means that the improvement in queue times are more than likely a function of simple experimentation- people tried it out of curiosity, but went right back to playing the base game or other modes- and the siphoning of excess queue population, much like with any new hero or other content release. Ironically the queues that needed the most help, Comp queues, have improved the least and appear to have returned to baseline the quickest, while QP and Arcade appear to have lost the most population, anecdotally.
C) 1-3-2 requires a much larger shift in baseline hero stats than 2-2-2 has.
For those that remember the earliest days we recall how much power stacking copies of the same heroes carried, and original power discrepancies in the roles were attributed to this at the start, even though, according to Jeff, heroes at launch were originally balanced with 1-4-1 in mind.
After the implementation of hero limits it became more apparent how powerful stacking multiple heroes of a role, namely tanks and/or supports, was. This is seen in how virtually no defined meta has been majority-DPS, even though it is well-known that DPS is the largest segment of the playerbase, while the largest number and most durable in relevance of them have been majority-tank.
Considering a DPS-heavy meta was just beginning to emerge prior to RQ, the parity of power between the roles was already closing by the release of RQ, even if the distribution of power in a role among its heroes hasn’t been, since we can see that the largest changes and nerfs have been tank-focused, with the notable exceptions of Hanzo and Brigitte.
What does this have to do with 1-3-2? It means that Arcade, an important segment of the Overwatch community, has been relatively unimpacted by the implementation of RQ and 222, since the average hero is in the same general ballpark of power even if some standout heroes exist in each role. With the exception of limited changes to abilities like Sleep Dart or Immortality Field in Total Mayhem all the Arcade modes use hero stats from the base game functionally unchanged.
If 1-3-2 is implemented virtually all the tanks, it is agreed, would be getting significant boosts to their current power level, and most likely many of the DPS and some of the supports would receive significant changes, leaning towards nerfs. This would wildly destabilize the entire Arcade ecosystem; Mystery Heroes becomes feed until your team rolls the largest number of tanks, tanks would become even more unbreakable in Total Mayhem than they currently are, and I shudder to think what would happen to Deathmatch or QPC if it was implemented but the word Tankpocalypse comes to mind, unless the dev team began independently balancing the Arcade, something they are incredibly unlikely to if they are ramping up focus on balancing the base game.