Lets go on a short trip through history. One of the main reasons NS2 is different from NS1 is due to resource scaling. We all know res didn't scale in NS1, and the whole system was redesigned in NS2 to accommodate various players counts from 6v6 to 16v16. However throughout the beta, res has had problems and its never been able to scale it properly...especially for support abilities for individual players (such as medpacks). Initially commanders' pres was used and this would scale with multiple commanders. The basic idea was with more players there would be more commanders for support, but unfortunately multiple comms didn't create good gameplay experience.. and it was ditched. Then, for a long time, we used a combination of pres and energy, and eventually just using energy. This of course didn't scale, but energy was also unintuitive, disconnected and didn't provide interesting tradeoffs. So now we just use tres for almost everything the commander does. The positives for this are that it provides tradeoffs, is intuitive and feels integrated with the rest of the game. However it doesn't scale, especially for support abilities. Right now we face the problem of overflowing res (probably to ensure players have enough res for support abilities). Obviously it needs tweaking. However we'll continuously have res problems no matter how much its tweaked. If you balance it for one player count, its going to leave too much or too little res for support in another player count...and so on ad nauseam.
TLDR START HERE Give the commander the ability to spend Tres in order to get another type of resource that scales with player count. Call it support resource (sres). This resource is used to purchase things that scale up with player count (mostly support abilities ...such as medpacks). At the command center, the comm presses a button that converts..lets say 5 pres to X sres. X is determined by the number of players currently on the team. So if there are 6 players, the commander receives 6 sres. 16 players, 16 sres. Again, this resource can only be used to purchases items that scale with player count. Why is this better? Because now we don't have to worry about having too little or too much res for support abilities depending on player count. Sure, a comm will have more sres with 16 players, but he'll also have more players to support. He'll have more medpacks and nano shields, but also more players that need them. It still provides a tradeoff, since tres is required to purchase sres, and so its still intuitive and connected to the game. Well thats it.