With the cade nerf nobody bothers building more than one or 2 cade lines, and a queen screech + boiler gas will break through 1 cade line guaranteed. So there is no LZ1 siege, people hold the cades long enough to get all the wounded on board and then they leave, which is reasonable to do. Then they get to the almayer, and because of the Almayer timeout, there is no Almayer siege: people either evac or charge the xenos hoping to catch them unprepared at the crash site.
This makes the round much shorter, which really impacts the flow of the game as it stands. With rounds averaging around 1:30, you can break it into phases.
Early Game: Nothing interesting happens. People get their gear and then AFK in briefing. Xenos slapfight about mutator choices in the hivemind and gather monkeys for larvae. This also includes a brief and very silly period after touchdown where the xenos and marines pretend to not know that the other exists so as to avoid metagaming. All told this is about half an hour, if the marines are quick about things. There is no time for RP because everyone is busy preparing for the round, marines are lining up for attachments, doctors are prepping the ORs and mixing drugs, Command is writing up a strategy and conducting briefing, etc.
Mid Game: Contact is made and combat begins. The game is generally decisively won by one side or the other within half an hour of battle being joined. Either the marines have caught the xenos unprepared, broken into the hive, and scattered them, or the xenos have halted the marine push and they are now retreating to an FOB which they cannot hold. Either way, victory is assured except in the event of a monumental display of incompetence by the winning side. This lasts generally half an hour at most which means that if you are medevaced as a marine or killed as a xeno by the time you get back into the fight it's pretty much all over.
End Game: Either a small scattering of xenos hide in the caves until the marines have tediously picked them all off, or the xenos break through the FOB in less than five minutes and then invade the Almayer which has a 20 minute hard timer. This is not particularly interesting to anyone. Hunting down 2 runners in the caves for 20 minutes is tremendously boring for everyone involved and takes forever. Swarming through the Almayer is marginally more entertaining but given the 20 minute timer the marines rarely actually try to hold, and typically just rush or evac. When they do try to hold they run into the same problem with cades(and the fact that SD and Tank Hanger don't exist anymore when they were the only solid hold spots on the ship) and it's typically over within a few minutes. So, then the xenos end up with the same problem: hunting down one solitary PFC as he hides somewhere on the ship or rooting some MT out of the latest incarnation of Fort Tismo. All of the potential entertainment of this is dampened by the 20 minute timer, which forces big rushes and causes the whole thing to feel essentially meaningless. Oh, we took the ship and slaughtered the crew, but it's been 20 minutes and there's still an MP hanging out in a corner of the brig so I guess round's over and it's a tie, or whatever. Oh, we pushed back the xenos and there's only a scattered few hiding in the maintenance tunnels, but it's been 20 minutes so I guess we lose.
Nobody is particularly enthralled by the early or late games, and midgame is short enough that getting injured or dying as a xeno will put you out of commission until endgame. This is why you're seeing an uptick of people just fighting through IB in full body casts: the other option might as well be missing the entire round. I think we need some major extensions to the midgame, more ways to hold out, regroup and recover for both sides, and we need a total rework of the endgame to make it good again. People had gotten kind of tired of the SD defence thing but it was still better than a hard timer, and it still had the potential for some great moments and last stands which the current endgame does not allow for.