Games like this are meant to simulate a battle, where everyone ideally would act roughly at the same time. Some a bit faster, some a bit slower, but all within a few seconds of each other. There is no way to realistically implement something like that in a mobile platform, so instead, we have a turn-based game. That's what SWGOH is: a turn-based strategy game.
Turn-based games have been around for centuries. And in all of them there is the issue of deciding who goes first, because that always provides some sort of advantage. Successful games, however, mitigate this imbalance by limiting how much of a difference the turn order makes on the outcome of the game. SWGOH is completely failing in this area right now.
Successful games also do not allow one player to take many turns in a row between opponent actions, except perhaps on a very limited basis. Again, SWGOH fails here, allowing 2, 3, 4 or more turns by one team between turns by the other. This leads to imbalances, allows dogpiling, and creates an arms race where all teams must focus on speed and little else.
There's nothing wrong with having some characters be faster than others, or even having some that can manipulate turn meters. What's wrong is the ability of certain characters and combinations to wipe out other characters, even of comparable level and gear, before they even get to act. What's wrong also is the ability to manipulate turn meters to the point where someone's first turn occurs with their team 2/3 dead, and where even tanks can be taken out before the opponent can use them.
Imagine a game of chess where you got to start first and make 4 moves before your opponent could make 1. How often would your opponent win? Assuming equal skill, probably close to never.
How to deal with this situation? Many options exist, but here are my suggestions:
1. Cut all damage output from all characters and all sources by 50%. (Cut all healing likewise by 50% so it doesn't become impossible to kill anything.) You read that right, -50% across the board, because damage output right now is completely out of control. This would get rid of all the one-shotting, make health pool totals at the start of the game actually matter, and make it possible for defensive teams to get set up before they are wiped out. Team build variety would greatly increase.
2. Tweak characters that offer a combination of excessive speed and turn meter manipulation. Poe would be at the top of the list. (And please don't even bother trying to argue that he doesn't need adjusting; we all know he does.) If you want to be fast you shouldn't muss with turn meters. If you muss with turn meters, you shouldn't be fast.
3. Add characters with counters to turn meter manipulation. One suggested in another thread was along these lines: "Any effect that would reduce your turn meter adds to it the same amount instead". Make that a leader ability for the whole team and that would make Phasma users think twice...
4. Impose a game rule limiting the number of times characters on the same side can begin a turn consecutively under any circumstances, such as 2 or 3. This wouldn't include attacks not on the character's turn.
There's my view, tear it apart.
Quit 7/14/16. Best of luck to all of you.