Well, 16+12+8=36. This is not that bad. This sudden death stage only reduce a chance to have a game longer than, say, 25 minutes.
Usually, I can finish a map at 12-15 minutes with 4-5 casualty, at 40-50 difficulty, 8.0+ score. With antag, casualty can be 10-18, and 20-30 minutes, 9.0+ score. With a hard antag, this can be extended to 40 minutes, 7+ score. Some games end by defeat and 4-6 score.
Say, if I can play 4 games in 1 hour, expected total score is 8.5+8.5+5+5=27
Comparing to the current status: 1 boring no antag game, 1 easy antag game, 1 hard antag game. 8.5+8.5+5=22, sometimes, 1 easy antag and 1 hard extended antag game, 17.
I want shorter matches, and it helps me grinding. Long matches tend to give me low reward because a lot of death and stretching hour. I prefer quick death than extended suffer with a burden of being tier 1.
However, what people say here is, why we raiders have to get those negative (extended game hour, high casualty, etc.) caused by antags?
My idea to balance this, to change the compensation slope. Currently, the system adds additional difficulty to the higher MMR party. Make it like:
If antag has higher MMR, steep compensation to Raiders.
If raiders have higher MMR, mild compensation to antag.
If raiders have the same to slightly higher MMR, very mild compensation to raiders (no kidding, antagging is supposed to be a challenge).
To improve newbies experience, let them play a few solo games. Exclude them from antag game till they hit level 11. Or, allow their death not consuming the party life.