I play in a very tight supergroup so I recognize some of what you're saying, but I must disagree with your build strategy.
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SuperTeams do exactly that. They defer, what many players consider to be, critical areas to their teammates. Slightly gimping themselves to create a stronger group overall. True group builds are built to group with one specific group. They aren't one-size fits all, ready to fit in to any random pick-up group that the universe spits out.
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So what happens when your empath defender loses his internet connection for a week? Or goes on vacation? Or gets tired of his hero? Or gets tired of the entire game and quits? What do you do when the team taxi isn't available? Or the rad defender who loudly claimed that nobody needed to take Hasten because he had it covered with AM?
If you have a supergroup that can always move in the lockstep described here, more power to you. The vast majority of people will find it impossible to command the precision and unity of a Quake clan in a game where all conflict is player-versus-environment.
One thing I strongly agree with (I'm having trouble finding it now among the huge blobs of text) is that fast leveling is about reducing downtime. A flexible team that can roll with the loss of a few mates will have less downtime than one which must dance around the absence of a vital member.