Why are you against longer wait times if it means more evenly matched games?
The only reason people on AT want to play randos is to seal club.
People here assume that as soon as you separate AT from RT, suddenly every match will be somewhat fair. But that is not the case as we clearly see from the 4v4 mode, where matchmaking even with randoms only can be quite broken.
That's probably a result of both a broken matchmaking system as well as too little players that the matchmaker can actually draw from. If I quickly check the data and make some (shoddy estimates):
2v2 and 3v3 have ~30k and 50k games running per month. I'll do the calc explanation for 2v2 only:
30k games a month mean 1k per day or 42 per hour on average. Most CoH2 matches last between 15-45 minutes - let's say 30 min - plus a ~5 min queue time, meaning that ~14% of players are available for games. So basically, if you press search, the matchmaker has to draw 2 out of 12 people for the enemy team and 1 out of the other factions pool of 12 people to find a decent match. If you play during peak hours, player counts are roughly 50% up from average, so about 18 other players will be available. Those 12/18 players can be anywhere on the ladder and it is difficult to guess how they are distributed, but it is pretty safe to assume that there will be some mismatch in skill because your level is just not available at the moment.
For 3v3, the numbers will go up to drawing 3 players out of 30 (45 during peak hours) for the enemy and 2 out of 30/45 for your own team.
There's obviously more to this calculation: More experienced/better players will play the game more than the average Joe that has time for a handful of games per week at best and many others that we don't know. This is also not taking into account, that there are AT and RT in the queue.
In my experience, the current state regularly gives me matches with players that are +/- 300 ranks of me. This is in some part surely Relic having a shoddy algorithm, but probably also hints that the situation is actually worse than I estimate with the calculation. Just look at 4v4, the calculation should actually be best here due to most players, yet I somehow doubt that you'd get the most balanced games there, actual unit balancing aside.
Splitting AT from RT will roughly split 2v2 in half and and 3v3 into 20/80%. Unless CoH3 substantially grows, this will make 2v2 a dead mode overall (I assume few people are willing to wait 10-15 min to get a 30 min game that is as balanced as it is currently. That's about one third of your overall game time being waiting, at this point at least I would switch to a different game because it is just not worth it, especially if games will still be ruined by crashes and drops, meaning it will lead to an even smaller player base. In essence, 2v2 will probably be dead both for RT and AT.
3v3, as I said in the previous post, is a bit different: RT will take a hit but probably still be okay, AT will be dead as well.
4v4 RT will probably be as it is today, AT is deleted.
Overall, this suggestion will basically kill 2v2, damage 3v3 RT and delete AT from all modes. It is impossible to guess if this will net an overall plus and if so how large this will be even for randoms. Assuming their game quality improves, there will be higher random player retention at the cost of probably an overall lower player pool, since some people won't play CoH or play it less if some of their modes are missing.
The main issue is in Relic's matchmaking, therefore I'd argue to tackle that first.