I understand that the intent of the thread is in the best interests of the community. I have no doubt that many of the clans struggling after the October update have gain some useful information here. In context, I'm frustrated with COC on multiple levels and the ongoing issues with how MM handles TH11 perplexes me... that particular fix seems simple: MM adds a parameter which counts GW and Eagle structures adding to MM criteria. There needs to be some intelligent design where this parameter has higher value to MM as there are few TH11s in the lineup. This code is very basic and should not meaningfully interact with other aspects of MM, aside from slight increase in single search time this is a strict upgrade to the current system... BUT we have to cancel search and spin again after 30 minutes a few times a week to avoid more matchups issues than we experience currently so slight increase in search time is not a real concern for most clans doing this. Eliminating spin baby-sitting for clans that care is value adding imo.
As far as TH11 troops I don't feel that they are relevant for two reasons, and I'm probably in the minority which is fine. Here is why:
1. TH10 play is VERY difficult and a TH11 with max troops and no warden will still have to be of well above average skill level to clear max anti-3 10s at a decent clip. For comparison, CWL expects 80% hit-rate with spam style dips: power of the Warden alone! Eagle and other TH11 defensive structures are self-explanatory: hit-rate falls from 80+% vs max 10s to probably 30% vs a full TH11 w/ Lv1 EA for some of the best attackers (again, this assumes good anti-3 base design and % may be slightly higher for uncommon commitment to planning and good scouting prior to the attack).
2. Handling TH11 troops outside of offensive weight parameter is complicated.
At some point if I have time, I will throw together a statistical outline of the issue additional full TH11s bring to any given war using data from my attacks (2 max 11s hitting max 10s and 11s every war). I would use CWL but with roster composition, we won't see enough true 11v11 play to provide meaningful data since 11s are designed to be anti-2 vs TH10s and 11v11 hits are rare.

