As surefour said, there is little point to complaining about the game if you don’t have ideas to improve it. I honestly think that the three major problems with the game are:
- 
the team that is down 2 players can almost never win without ults, unlike in CS: GO, rainbow six, etc. 
- 
I think ults charge too fast and result in most of the game being determined by how many ults your team gets off and how well they use them. it also makes ults snowball too easily because of #1 above. 
Basically, use one team uses 1-2 ults and get up 2 players in the fight.
From the opponents perspective, it’s a lost fight. if they invest ults into a losing fight, they will not recover for at least 3-4 min, if at all.
So the opponents don’t use ults (at higher level) and try to back out. The team that is up two players follows, cutting them down like flies. In particular the tanks feed massive ult charge. With this ult charge, the enemy gain the equivalent of 30-40% ult on 2-3 players, thereby charging 2 more ults for the next fight. get a little poke damage on the enemy as they come in and you are in the same ult position as when you started. This makes it extremely hard to drain ults, especially because overwatch only has 4-5 min for the first point.
However, this second problem is far easier to solve than the first.
Considered but rejected solution:
- Flat ult charge rate for all players on both teams whenever they are alive.
- reduce # of ults given per map to about 1 per point or 1 per 3-4min.
If you really wish to reward the player who is doing better with a faster ult, perhaps preventing it from charging when dead would result in the player doing better getting the ult marginally faster, without regaining the ult twice in the time the enemy gets ult.
The better players will still win, but they will be forced to show themselves better players in other ways than pushing Q more.
As for the issue of the team that is down 2 almost never having a chance for a comeback without ults. I think that ultimately comes down to 2 things.
main tanks cannot kill if healers are up.
In particular, in a 3v4 situation where you have a rein/zarya + dps  vs 2 healers, 1 tank, and 1 dps, your chances drop to near zero. You just don’t have the damage to cut through double heal unless the enemy play poorly and let your zarya punch through to their healers. But basically healing in this game is too strong, yet mercy and moira are not strong enough without healing to be relevant in the game.
My preferred solution: reduce healing output across the board, and maybe give double healing output on players that are out of combat for several seconds (the paladins solution). Then buff moira and mercy with more combat capabilities, damage, and utility.
Anyway this is more a design choice by the blizz team that had unfortunate ramifications. in Paladins, you can win down 3 players in almost any fight, even without ults.
however, paladin healers are still so important that to play correctly as healer means dying as late as possible. Honestly sometimes i think the game would be better with passive out of combat regen instead of healers.
Anyway, my recommendation is to slowly reduce healing in this game and increase the healer’s output in other ways.
give them more offensive skills or defensive skills to balance it out. I would be fine with healers having 4-5 skill buttons instead of just two.
Anyway, overwatch fights almost always get won by the team that gets the first pick or two unless ults are used. THat very much leads to toxicity for teams that doesn’t exist in other shooters because there is the feeling of hopelessness knowing it’s already over.
I quit overwatch the other day frustrated because I realized that I took my hands off the computer on the final fight because we were down 2, and there was no way to win in a 4v6. Why go to point and die needlessly? I just sat there and watched the game end.
Honestly pros look retarded as hell all running to point to stall when they have no chance of recovering in pro games. But why is it that being down 2 players is an autowin? It doesn’t have to be that way