You honestly fail to see it?
Unsafe worldmap protects us from proxymercs and second window waves because they can't safely wait on wm. Idle protects us from scout & ape fastrelog combo and relog waves in general.
We didn't need protection against proxy mercenaries previously, because protection against them was achieved through other means making them universally flawed by how they were used in general. Even with no additional protection as such is in place, their usage seized to exist.
Waves cannot be used on proxies, that is just simply not practical. Proof for that is previous session as we didn't have such problem other than viable mercenary leaders used as air-strikes in bulk.
I already explained a simple workaround how to mitigate the threat of waves without having the need of dropping inside encounters constantly, nor having an Idling timer upon entering the game, just only when you have the same address already present in game that will disallow to drop the timer.
It only affects pvp.
That's the only thing I play for and I am not the only one, so it is safe to say that it does limit my whole ability to play the game.
How that justifies it as right, good or even efficient that it is only for PvP? The restrictions are there, but they serve no purpose.
Safe worldmap is exactly responsible for boring gameplay because it's too good place to be. You can instantly spawn in any of the grids in town without any warning and it's many times the most decisive strategic move generally in pvp. While inside, your movements are slow and easy to scout.
Forcing the player to wait out artificial restrictions doesn't fix your issue, it simply makes the player wait to play the game, nothing more. How can you not see that?
I already said it, once you wait out the Idling timer you can do just that, jump on anyone without warning. The element of surprise is there and Idling timer is just an annoyance which delays, but doesn't really solve anything.
Imagine a situation, where you do Town Control and SOT, Hawks come later, what difference makes it that SOT, Hawks will have to wait out the same amount of restricted time if both were previously prepared to enter? That means they both will be able to enter at the same time, but the element of surprise will be just there as they will be able to choose to enter when exactly they want.
If one of the teams didn't prepare prior that, then one team will be able to enter faster than the other with or without the Idling timer.
The purpose of the initial Idling timer is that you will just have to wait more on us and so as we will have to wait on you, because that timer serves no other purpose other than waste our time.
The solution is a fundamental error of logic. Wrap your head around it more tightly, you will understand.
Players can already safely organize in their bases. Safety just comes with a price of delay when entering. It's because when you organize against someone in safety, they can't know what's coming.
Just delays the ability to play for everyone.