When both mechanics fire at the end of a round it reminds me of these events I used to host where one team was essentially zombies that respawned quickly and the other defending team had one life and did not respawn. Matter of fact the event type I literally called "Last Stand" and there was no earthly way the defender could win, they just had to inflict as many losses as they could. That's what it feels like and that's the way the attackers inevitably behave except for the timer which dooms one team or another.
Final Push and Last Stand just highlight some holes under the surface in the Team Morale being the basis for score and thus player behavior in the game.
Arbitrary bonuses also empower people to perform roles poorly and scuttle the whole team if you're relying on specific people in specific roles to be somewhere and be present or even alive. No specific role should make or break a team, that includes COs. Certainly not without a stellar selection system for those roles and even then I question special reverence given to any one player's actions just for being in a role and not by logical and direct contributions to the team.
Sure you can make a game where players will constantly have a clear basis for blaming performance of a team on the failures of other specific players, be they AFK or just performing poorly dying out of line or going down at times when you need them as a prop to fulfill some arbitrary team bonus, but why would you want to?
The benefits of an officer role should be just one: Because he's in the officer role you know he's some officer. The problem is that selection / election process isn't a thing yet. Other than that he should spawn slower than other players and IMO, be able to reload his piece a few times. Just tone down the killing power at range for it. The pistolball ammo is incredibly small to be dropping people at some of the ranges it does.
The benefits of having a flag bearer should ideally just be a spawn bonus like -50% so that it's still significant enough but not an absolute game-breaking necessity with existing formations reaching a set threshold of players and then being created, tracked, dissolved, merged, and available to deploy on at set increments based on their size and formation strength.
So the total benefits of being in some sort of formation should be: 1) major progressive increases in resilience from suppression which would completely nullify a player's effectiveness under fire at its worst. 2) progressively faster re-spawning and even spawning already loaded. The purpose of an elected officer would be to keep that cohesive in some way. If he died front and center using his pistol and doesn't respawn for two minutes players who gave him that role might pick someone else the next time they're deploying in.
You don't need to make it more complicated than that. Players will choose their level of poison and benefit without relying on peer pressure or unwritten code. The natural result of taking casualties too quickly would be that your formation strength would degrade. In those circumstances nothing would change in style of play when the attacking team reaches some threshold of losses to be put into Final Push. There may be a time crunch but it wouldn't be a free-for-all sprint in with musket butts like it can be now. Part of the reason it feels gamey right now also is because victory and defeat is always complete (cue headline reading the whole war is lost or total victory is achieved). Victory should factor in hard numbers of losses as well as dominance of the objective(s). A team shouldn't break and then snatch more than a Pyrrhic Victory out of the jaws of defeat on a technicality. Most people understand this now but it would help if the game acknowledges it seeing as how win/loss is the sole official measure of success.