@Nukester Weird. this the first complaint I've noticed in a while regarding turf war difficulty, let alone for splat2.
I have not really looked into/heard anything regarding splat2 lobby making, but in splat 1, they did a pretty good job of separating players based on play-style(roughly)
-My friends who played predominately turf wars and went for the ink and run tactics were put into relatively chill lobbies (low overall splat count)
-I would get very tryhard lobbies: heavy rush and hold mid like it was a splat zone, ink spawn little by little each time you respawned on your way back to the action, kinda lobbies.
I've since assumed splat2 works of a similar, if not the very same kind of lobby making, since this is the first complaint I've seen or heard like this (all the complaints have been lobby wait times, regional only, that sort of stuff).
My guesses would be
-you have the misfortune of jumping into queue the same time of day as a lot of competitive squids with very few casual squids
-lobbymaking has been changed (maybe focuses more on weapons/team comp than splat and turf count)
-lobbymaker just hates you (not a joke, it is a possibility. I used to to try SO HARD to get squid parties started back in splat 1, rarely happened. Meanwhile,
@Dessgeega was plagued by never-ending squid party lobbies. No matter the algorithm/science/hoodoo magic they put on lobby making, some rng always seems to be present.)