theoldman said:
This does not give much opportunity for new pilots or lower level players to experience taking part in them.
Three words why it won't even work: Ancient Strong variants. Just an example, quick CQ pvp, Tank vs Storm. Tank won't have enough time to use second aggrobomb, so strong aggro is straight upgrade. Also, strong rockets will force enemy to use repairbot faster than you when fighting storm vs storm for example.
Stuns other than strong are useless because with strong you have only little less active time but much stronger stun.
Aim scramblers other than strongs are bad.
Strong attack charges and speed actuators are better because they allows to pod enemies faster.
Long protector on CQ is a straight upgrade because everyone focus on medic first anyway so you won't have much time.
As long as non-standard ancient items exist, you shouldn't expect new players that much on CQ.
theoldman said:
If all this game was about is racing through it to get to top level and tech then the players who believe that wont last long in it.
As I explained above, if you want to be competitive on CQs, you need to race to top tech first and ancient is a Sirius tech. Top blue is garbage and free frag on CQ. Fully golded new player is just "acceptable", it can compete on CQ but loses in situations where strong items have an advantage. Never mind new players fighting versus hybrid parsecs on CQs. Player with many ancient blueprints will be able to configure their ships ideally for CQ and will have an advantage over players with regular techs. You don't need fully ancient ships, but for example things like strong aim scrambler or strong bomb on tank are almost mandatory on CQs. There are some strong/long variants which completely outclass standard variants in CQ situations.