I'll give my thoughts from what I saw over the course of the hour.
- The respawn timer is about three seconds, which is fair for a three minute round -- if each player on your team lands six kills, for example, you're taking a little over 1/12th of the available (total) play time, plus the time wasted superjumping or swimming back and from the 'spawn in' animation.
- When you kill an enemy, they explode in paint of your colour, so it saves some time repainting.
- When someone dies, they lose a not-insignificant chunk of their special (right-stick click) weapon meter.
- If you can axe a few people nearby, you can isolate a zone, especially since they won't have a way to super jump back easily to that part of the map -- and if you've got an alert crew, you can just wax people as they land from a super jump. If you've got a ranged weapon to cover, it also gives, say, an avenue for a friendly roller to quickly sweep through and paint that area -- I did a lot of teaming w/ someone w/ a roller last night (as Splatter Jr.) and protecting them while they ran roughshod over map control.
- The psychological/morale impact of wiping someone or denying access to an area is a powerful force, even in a game this short/impersonal. The next time they run at you they might try to chase/engage you, which gives you an edge.