Perhaps another suggestion is to mix up the starting max ratings. So if a 3 day tournament was done every other weekend, the first weekend of the month has a max of 100 and the one on the third weekend of the month has a max to 1,000. That way players who've developed their warbands can compete.I do not feel that you should limit what people can do within the tournament with regards to AI matches would work, as it would mean just sitting with the app open waiting for PvP matches to be available, and doing nothing else.
Maybe its the 100 starting strength thats wrong. The only way to prevent players from keeping gold or experience to use as soon as the tournament starts is to make everyone start with a brand new group of the captain and starting gold only. That would be a fair way to deal with how players start.
I have noticed that what happens in the tournament is that the players that play the most frequently are the ones at the top, and that is probably as it should be.
I would agree that the tournament length is long and it appears people have given up. At the start I seemed to play everyone but now its just the players in the top 6.
What i find is that even when you play and loose against high ranking players you get a reasonable number of shards, so if you play a lot you will get shards and experience even if you loose the match. That is how it should be.
My ideal PvP system would be to have rankings based on a PvP rating that goes up or down depending if you win and the rating of the opponent you defeat instead of PvP Shard count. For example, you beat a high ranked opponent, your rating goes up a lot. You beat a low ranked, it goes up slightly. That way, it's truly the best PvPer that wins, not just the one who plays the most. But I know that this would require sizable programming and I don't anticipate this would occur anytime in the near future, especially since the work priority will be Necromunda.