I do understand your argument, but The flaw in your logic is that you are assuming that someone that has beaten a higher havoc rank should inherently be able to win any lower havoc rank despite their teammates quality. This is just not how the game is built, it’s a team game. A team of less individually skilled players with good coordination will almost always perform better than one dude that’s cracked trying to carry people who aren’t ready for the difficulty. That doesn’t mean that that group of less skilled players doesn’t deserve havoc 40, their skill just came from team coordination rather than individuality.
Trying to say someone should be able to consistently clutch a havoc 25 (for example) which is SIGNIFICANTLY more difficult than an Auric Maelstrom just because they beat a havoc 40 is just nonsensical. Team play is a thing in this game for a reason. If fatshark wanted the primary form of skill in this game to be solo play then they would have added a solo mode by now.
Also as to my counter point, havoc 20’s may be clutchable, but not consistently. You know what’s more consistent than solo clutching? Having a solid team. And you know what’s most likely to get you up to havoc 40? Consistency. Solo clutching is one of the most enjoyable parts of this game for me and many others, but it’s not how you win missions efficiently. If I’ve proven that I can climb to havoc 40 with a team of players that are just as skilled as me, then by all standards that matter I have earned havoc 40.
Lastly, I would make the argument that what you are doing in lower havocs with off meta stuff is a different form of experimentation from what I was referring too. Your experimentation is simply for fun as a way to spice up the gameplay for yourself and make it more interesting, while generally having little impact on the outcome of the map (victory). The experimentation I was referring to was a team trying different builds and compositions out of necessity rather than for fun. A team just breaking into havoc 30 finding every map near impossible and using several failures before each success may need more time to figure out and try different builds than a better team of players. Forcing derank and map/modifier changes every 3 fails removes a lot of the potential for teams to try different setups and strategies before all of that is thrown out the window as the map and modifiers change.