I've got plenty of experience in both HnH and EvE PvP, as I was a somewhat notorious EvE Pirate back when I was in High School, and later developed my carebear and newb-rearing aspect as a 0.0 Fleet commander when I was the CEO of a corporation that owned a 0.0 space station and starbase complexes.
I've also got plenty of HnH experience, and I may be one of the few people that has fought in large faction battles, commanded NEW players in those battles, and scored successful kills.
I can say with confidence that the key to scoring victories with new players in EvE Online is by training them to fulfill a role, explaining that role and the mechanics of the game to them thoroughly, then integrating them into your larger strategy.
I can say with confidence that the largest reason why I was successful with new players in HnH was because we were able to catch our enemies by surprise (usually by dropping ontop of them unexpectedly with our full force, or showing fewer numbers then rallying around a teleportation objective with our full force) then when they saw the full numbers they shat themselves and fucked up. Even if your numerical advantage is small and you are outskilled, it's quite easy to beat an enemy focused on running away rather than fighting back. In a real standup fight, I'd not have bet on us
In group spar practices where there isn't the emotional shock component, lower skill players can largely be neutralized if you manage your movement patterns to make it so that if they are going to engage you, they will clip or cause the larger skill enemies to pathfind around them. Unlike in EvE, players can very much become a liability very quickly in certain circumstances. We would often run 1v3s to illustrate this point, with myself or Bob Dole demolishing a bunch of newer militia members. The primary contribution of a lower skill player is to follow on a flank, try not to interfere, and look for an opening to drop opportunity knocks, which is admittedly useful in close fights if you have a new player perform just that with excellent execution. But they *need* to be supporting higher skill players. If there is one group of highly skilled players, and one group of low skilled players, those opportunity knocks aren't going to matter as the high skill players can literally facetank and wreck them.
Reintegrating ranged and mounted combat to viable, defined roles, may allow lower skill players to contribute to combat in a greater manner.
That said, basic "viability" in combat for new players is only a very small part of this total equation. Even if they'd be able to "fulfill a role" in combat, they would still need to be attached to an existing fighting outfit.
What about other alternative styles of play? Players that want to play semi-competitively with their own group of friends? Casual players that don't want to affiliate with a faction? These kinds of players can't meaningfully access higher end content without at the very least a factional affiliation. Furthermore, these factions tend to be notoriously opaque, closed, and the like. Even trade relationships with these larger factions is extremely limited, because what objects of value could they truly offer that the faction couldn't easily make at much higher quality?
We desperately need a fundamental overhaul that redesigns the disparity of wealth and combat potential between factions, non-botting independent villages, and hermitages. Additional mechanics should also be implemented to introduce greater economic reliance on other parties. I don't actually believe that a hard-cap for skills and attributes is the right route to take. But compressing the disparity between the aforementioned groups would likely be helpful for the game's population and long-term health. I stand by my
two previous proposals.