As for your server suggestion though, this would only ever work with more people in the community now, and proper skill matching like in quake live, though that is also buggy and based on stats. If I was a new player to the game (but had played tribes), and I was being shoved into a game of newbloods, because the system thought he was new too, how would that work? I would probably get very frustrated and leave the game. Of course you can put in systems to stop this type of scenario, but should the devs really be wasting time on this?
Skill != stats.
This system is too open for stat grinding abuse, hench making it rather pointless since everybody can grind.
I've though of two systems for this issue:
1. System that permits you to unlock servers based on how many gameplay hours you've accumulated/how long you've been registered on Legions main server. While not perfect it would reduce chances that first-time newbloods ends up facing multiple veterans and there wouldn't be so many situations where same 2-3 people keep dominating the server.. basically this would give vague idea how experienced players you'll find in each server, if you're joining "total newblood" server you can expect to see different sorts of players than in a server that'd, for example, require 30 gameplay hours before it's unlocked. While gameplay hours is not accurate measure how good people are at Legions I'd think this is easier system to implement than my second suggestion.
2. Other system I had in mind was (assuming we'll ever get proper tutorials) server unlocking tied to tutorials/challenges you've played through (challenges could range from getting from spot A to spot B withint certain time or grabbing flag from ground/midflight under specific conditions, you get the idea). It would of course take loads of playtesting to make adequately difficult challenges without making them downright impossible, but in a long run it would guarantee that when you're entering specific servers you KNOW what things your teammates & opponents are capable of doing, thus lessening frustration caused by noticetable skill gap between the teams.
As for " should the devs really be wasting time on this?":
At current state, I'd much rather see devs focus on new maps and content (OD cores, weapons, maps etc.) but I'd say this sort of system would definitely make it easier for players to find games that matches their own skill levels. It's no different from difficulty selection in video games: If game is too easy you'll get bored, if game is too hard you'll get frustrated. In PUGs you know who you're playing with (ie. you know how challenging game it's gonna be) but in Publics it's totally random who you end up playing with (and you'll often run into too easy/too hard scenarios I mentioned above).