"We think the abundance of Amped Weapons is a large contributor to lower time to kill. Were still adjusting individual weapon balance for ship."
That may be part of it, but the kill times are still pretty damn fast without it.
For a game that stresses mobility so much, I think such quick ttk's can have the opposite effect that was probably intended by the developers. If longer ttk's were scratched off the list because developers realized it would be too easy for very skilled players to attack and evade (or for another sensible reason maybe), then that's all fine and good, but the problem is it contradicts that idea of "predictability" that was aforementioned by Respawn. When you have longer kill times, the predictability comes at being able to assess the gunfight that has been started by either you or the opposing team and then dealing with it accordingly. It also let's you have more of an undpredictable map design like Titanfall 1, but still have the actual predictability during the battle regardless, since getting the first shot or getting jumped won't be as important of a factor in coming out victorious. So basically, reduced ttk leads to way more unpredictability. This is a reason COD pisses me off. The map designs are ultra simple, but getting shot in the back is constant, and it's really hard to be able to do anything about that.
Without that time, there's compromised "battle" strategy and more of a stress on twitch aim and good map positioning. In my mind this partially contradicts core strengths of a high mobility fps, namely the ability to utilize that mobility in order to come out victorious during (and not only before or after) a fire-fight.