I have a little server side mod that I completed a while back which does this and more if IG were interested. The changes are:
Fast Flag Spawns
Flags spawn after 30 seconds (allowing maximum number of players to spawn and reduce any advantages an early spawner would have).
Longer Capture Times
Flags take 2 minutes to capture (instead of the roughly 50 seconds now). This reduces the rush for the flag and lets teams concentrate more on the periphery of the flag area.
Flag Locking
Flags are 'locked' after 30 seconds of a team dominating it without being contested. This lock means your team continues to raise the flag even if your players leave the flag area. As soon as the other team contests the flag the lock is broken. This means you don't have to leave someone stuck on the flag for the full 2 minutes.
Non-Random Flag Spawns
Non-random flag spawns, flags spawn in order based on which team wins or loses a round. There are up to 5 flag locations (entry point numbers 67-71), the flag will by default spawn on EP 69, if entry points for the flags aren't included, the flags will not spawn there, allowing maps to vary the number of flag spawn locations between 1 and 5. If team A wins, the flag location would increase by one (to EP70 for example). If team B wins the flag location will decrease by one (EP68).
All existing maps will still work even if the entry point numbers don't change, but the numbering may not be fair or make sense.
Examples of different flag setups:
A chain of 5 flags running from one teams spawn to the other. The central flag spawns first, if team A wins, the flag moves one spawn towards team B and vice versa.
Three flags all with neutral locations, winning or losing changes the location but does not significantly help or hinder either team.
Two flags, one in each teams spawn, one team starts as the defender, if they win the flag remains in their spawn and they play as defender again, if they lose the other team becomes the defender.
In all there are a lot of different scenarios that can play out giving more flexibility to map designers to expand gameplay and scenarios.