Yeah, I'm finally wrapping my head around what they did with the spawn system this time around, but buddyspawning has an absurd weight to it now. A example of how it can be a negative: we were testing Computron's map in a custom. People instantly respawning inside the base would buddy weight their instantly spawning teammates to the inside the base, creating a self-made circle of spawncamping. So you can be negatively spawned somewhere because one person keeps mashing X.
the option is nice to have. (though not necesaruy the best choice, it's nice to have extra control.) A skilled team could all decide to time their respawns and break the cycle.
I told everyone in the game to stop mashing X and shortly after it seemed to ease up on the spawn trap. It would still be nice to have per map control of spawn weights down to the individual factors.