Ideas on balancing clan wars & anti-simulate battles
First, Sry for bad English, as non native speaker.
As the releasing of clan wars, its a great way for the game being more interesting and of skill competence. However the systems is also blamed mostly by these areas: too heavy penalty on losing/draw, many clans (mostly east asia players) using simulate war tools to get advantage, and sometimes very unbalanced clan matching.
For clan war anti-simulate, the key goal is to hide traps, as traps are playing vital role, esp. high TH bases (renowned in hog-killer designs). Most simulation tools now either using the base of 'scout' or real attack but disconnect before deploy the first troop. To prevent this, the server can just send another war base version in scout mode that doesn't contain any teslas and traps, you can only simulate a tesla and trap free version; if you click attack, a list of your current troops, your troops in clan castle, and your hero status will be presented and warn you if camp/castle isn't maxed out or hero(es) are sleeping. once you confirm your troop and come into attack, the server only treat the war packet is valid only if sent within 3min30sec after claiming the attack, otherwise, it counts as a 0% defeat, but the client program keeps running (no dc dialog) even during this time connection loses temporarily. This should be an easy way to make into coding, very effective against simulating and protect players had a bad network.
For unbalanced clan matching, my opinion is to introduce player 'weight' into wars. It is not reasonable that fully destroying a TH5 have a 2 more star contribution than destroying an inferno-tower TH10 to 99% but leave his TH standing. Now if a TH5 has a weight of 80,000 points(same as the war win bonus if a TH5 attacks him) and a TH10 has a weight of 450,000 points, its clearly 3-star the TH5 (240,000) won't compete with 1-star the TH10(450,000). Also TH penalty should be applied, a TH7 fully destroy the TH5 should one get 120,000 points(50% penalty for 2 lvls TH apart). The war now depends on the points rather than stars,makes heroic attack more valuable; and even unbalanced matching, the weaker side is reimbursed because of opponents large point capacity and higher penalty.