you didnt understood what i wrote. you got 8 points to cap and 4 pios ( per player 1 ) so you WILL cap every point no matter what. now look at 1v1 or 2v2, you got 1-2 pios to cap 8 points so you need to make a decision which points to cap ( prio on fuel? muni? ) and you dont have enough troops in 1v1 or 2v2 to hold the whole frontline, means some sneaky side capping is happening all the time, or even whole shifts of frontlines.
meanwhile in 4v4 you have enough troops to cover most if not all of the frontline and sneaky sidecapping is kinda hard too which makes the game again static. maybe im totally wrong here but i never saw a 4v4 so dynamic as a 1v1 or 2v2, most often the control of the map did barely change
you have to cap 2 points per player, there is nothing wrong with this, doesnt mtter how you want to twist it..
That's where you are wrong. 4v4 have more squads on the field, and therefore initial cap is FASTER, not cap LESS point.
If 1v1 have 4 times more troops and resource, then the same thing can happen.
And 4v4 is way more dynamic than you think. Player does not have to force on meta, and can use many unusable Relic commander to win the match.
As OKW, for example, you can purchase flak HT to support your teammate without much worry about fuel depleted or losing teching advantage.
Oh, and btw, losing a munition or fuel point is 4x pain than 1v1, don't think you can leave the southern and mid Steppes to enemy and still win the game.