Getting/loosing SR

I found one trend like this on old forums site, but can’t find it on new one so I will start it here as well.
Idea is that we need to trend enough to get noticed I believe. And I want to talk about SR. Particularly getting SR and loosing them.
First of all, correct me if I am wrong but as I understand total amount of SR you get or lose depends on how well you did in the game (a small part) and more importantly how your team did. Basically if team won or lost. Right?

No.1
I guess it looks nice on paper but I don’t think it works as it was intended. Because separating team performance and your individual in team based game is quite a silly idea at all. Simply because your own performance depends so much on your team: if you play Tank - good support will keep you alive longer, if you play support good Tank will shield you, good DPS will watch your back from flankers and so on and so on. I mean we all see it in those games that we win and it seemed like it was so easy. Why was it easy - because everyone did they part great. Thats why you had a chance to do your part well. There for - your team won. It is closed circle.
On the other hand if bad Tank can’t shield support well enough, no support means no heal for DPS or Tanks and team struggles, there for it ends up loosing.
Now I am not saying this is a 100 proc. right, but that is a game logic and most of the times it really holds truth. I think you all can remember at least couple your own games which went just like examples above.
So, my first point is that getting or loosing SR based on your personal performance (doesn’t matter how little it adds up to the formula) doesn’t work as well as it probably was intended at the beginning. Because bad teamwork makes you not just to loose a game, but to perform worse that you actually could if you had good teamwork. So loosing (or winning) a game (bad/good teamwork) is related to your performance more than your performance is related to loosing (or winning) a game.

No.2.
I haven’t played 1000 of hours in comp but I don’t think I need to, to notice the pattern: if you lost a game - you will have to win 2 to make it up for it. (That is totally my experience). Ok, so maybe it is strategy to keep players hooked in, but I would like to believe that Blizzard is not that company who still uses tricks like that to keep players hooked. I mean, I picked on Blizzard basically because they are a bit different from all other Developers… but I am getting off point here.
I understand and see that different between loosing SR and getting them is not big 3-5 SR points (for me atleast), but it does add up and even if it wouldn’t I believe that difference usually is based on my individual performance and as I explained in the first section - I believe that system is broken.

No.3
Leavers. This one is out of my bubble of understanding. If you play comp and so one leaves the game (from your team). Why would you get penalized for that if you decide to finish a game? I really try to think what logical answer is behind this one and can’t. Because formula to do other wise would be too complicated? No, that sounds silly. Because, if you win 5 vs 6 you would still get SR points for winning? It makes sense only for a bit. Because if that is the case - then if you loose to a 5 hero team - you should loose more SR then? And if you win 6 vs 5, you should get less SR than normal win, right? Is this the case? Does this sound logical? Don’t think so. OK, why else. Any real, logical ideas?

Suggestion.
I know Blizzard policy is basically “fu*k your suggestions” (I might be too harsh, but in Q&A on youtube I kind of heard that idea from Jeff. In different and more PC language of course:) ) However, i would like to write some suggestions and maybe start the idea-chain or a brainstorm and if trend will go up - maybe someone would notice it.
So I would suggest that personal performance would be erased from formula counting how much SR you get or loose after a game. It should only be based on time: How fast did you took point A, point B. If you feeling fancy you can add some constant depending on point difficulty - (for example: take point A on Anubis is easier than Point B). You count how many percent you let your opponent to hold one point before you won on those maps and so on. I bet you see there I am going with this. I guess something like that is already implemented (I would love to hear from someone who actually knows how wining/loosing formula is working). But if that is the case why after wining Horizon: on attack it took like two push (we took point A and went straight for point B and took it with a little fight) in like 3-4 minutes. On deffence we hold out. Didn’t loose anything. So why after win like that I gain 3 SR points less than I lost after Nepal map (we lost 0:2. We held second point till 50 percent but lost at the end)? I played Mercy both times, got gold in heals.

So yeah. Long post, I am sure I missed something but if we have a normal and civil discussion - that would just be great.

Peace, brother and sister.