Let's not just change the scheme for the sake of doing so. Eliminating luck by making the scheme easier shouldn't be encouraged.
I had a different idea, I'll try to share a map this afternoon. Basically, it's a pretty hard rope map, and in different designed spots there are numbers, there's two of each number, two 1, two 2, two 3, two 4 and two 5.
You can only hide near those numbers, and if you hide in 1, you have to rope to the other 1 in order to attack. This way, and providing your opponent hides with common sense all turns will at the very least have a marging of 3-4 seconds to perform the attack.
If you are hit and moved from a number you go to the clone of that number nearest to your turn start spot (you don't have to touch both number 1 per instance, just the one more further away).
Obviously health crates are gone and HP is increased.
The problem with this scheme? There's very few people I'd trust to design a map that works well within what we're trying to achieve.