Or, if the other team is a full premade group which is simply better.
That doesn’t necessarily mean that they’re bad, just that they got outwitted or outplayed. It would be highly uncommon for a randomly generated group to match that description – which means, any non-premade group that team faces has been matchmade into a basically unwinnable game.
Players on these teams infrequently play for objectives, they just try to get some honor before the game ends so their time in queue wasn’t completely wasted; some players basically sit afk and wait for the game to end.
Which implies that: not only is the other team full of highly skilled players with top of the line gear and PvP gimmick items and engineering trinkets who are communicating in voice chat, you’re also playing against them with half a team at best, because the other half gave up before the game even started.
Given that PUG v PRE games exist, PRE v PRE games usually get tossed after the opening engagement to avoid committing to much time to them, because that would ultimately hurt Hph for both sides.
If the queues were separate, any premade team would understand that every game they endeavor to play as a full team is going to be PRE v PRE, and so getting to the next game by losing quickly on purpose, (assuming the next game will be laughably easy in reference to the game they’re in), will no longer be an optional mentality to play that match with – unless they simply intend to lose every game, denying themselves access to bonus honor by not trying to play objectives.
Separate queues means PUG teams won’t give up prior to the start of games because they are less likely to encounter the unfair set of circumstances that causes them to do so.
PRE v PRE games, as well as PUG v PUG ones, will feel more authentic, because teams on both sides in both queues will be playing objectives and trying to win.
The benefit you receive from constructing your own team is being able to control who your teammates are – effectively ruling out the possibility that you’re going to be paired with people who are unskilled and/or undergeared, and also allows you to control the class composition, and to employ more complex strategies.
I suggest that queuing with 4 or more members should place your group, effectively, into a different queue – and that there ought to be a hard-cap of 3 players from any single server in any given match which results from queues of 3 players or less.