Concept wise here is what I'd love to see - similar to what you've described as an MCC assault. While I picture an MCC below for the map, a simple "skybarge" that is a flat platform for transportation may be easier for the art team to render and build. What's described below is a HUGE undertaking for development but very doable with existing mechanics.
Battle Map is an actual MCC - turret installations on the MCC are initially 'offline' and must be hacked by the teams to gain control. Rails and Missiles are located on the exterior platforms of the MCC, blasters on the interior. CRU's and Supply Depots exist throughout the MCC as you would imagine (though skinned to be more permanent looking hopefully). The MCC is actually in the air, though not at the height we normally see to ease dropship movement around it.
How it works...
Map Layout"Neutral MCC" is located in the center of map. Team 1 and Team 2 have two starting CRU's - one in each corner that correspond to the front and rear of the neutral MCC in terms of approach. i.e. The Neutral MCC is diagonally positioned on the map.
Access to the MCC is gained, initially, via dropships. At each CRU is a free dropship to help teams get started - this dropship will 'respawn' when destroyed or left idle after a minute. This prevents a team that might have no dropships available to their members from literally being stuck. Teams are of course able to spawn their own additional dropships to get more members to the MCC immediately. Two turrets, a missile and railgun, will be provided to defend the starting point per normal. All starting points are red zoned to prevent ease of spawn camping by enemy movements.
By approaching from different sides, the teams will ideally meet in the MCC where a skirmish layout of five points are. Two in the rear (engineering - very cluttered but open bays), Two in the center (Main Rooms - urban style with corridors and rooms), and one at the front (Control Areas - wide open spaces). Each team has a 'health bar' similar to the current setup that represents control of the MCC. Team that loses all control (by not controlling points) will lose. There is no 'gradual' degradation as we see in MCC-to-MCC fire in current maps as there are five points, preventing an even match from taking place.
TacticsMCC map would enable vehicle use with LAVs and HAVs by summoning these vehicles to the docking points on the MCC that teams initially head to at the beginning. Dropship summoning is normal as well, though flying a dropship in the MCC won't be easy or necessarily helpful.
Team strategies could include trying to take the exterior turrets on both sides in the rear, middle, or front, to shoot down reinforcement dropships in the event a team is unable to establish a CRU presence on the MCC. This could quickly lead to a situation where a team is at a severe disadvantage. Essentially the first priority is to establish CRU and uplink presence on the MCC so you no longer need dropships to get to the MCC.
Moving from front to rear will be quicker by dropship, literally 'island hopping' from one platform to the next - this encourages dropship pilots to remain active and can lead to potential dogfights when both teams are trying to hit the same platform. Assault dropships should not be the determining factor in a team's success.
Again, crazy time to develop - but all of the resources are there. CCP?
(This would be wicked cool in FW and PC engagements too - given future plans of asset deployment)