Sharing points would have been awful. Barrels are no way a good replacement for faster point collection from the generator. You get people camping around waiting for the barrels an it's annoying hanging around waiting for them.
Increasing RE collection at the spawn location is absolutely not the solution.
That will just make enemy fortifications directly around the base impenetrable since the entire team can just camp, gather RE, and spawn fortifications. That would be a game breaking bad decision.
Establishing a forward position, or positions, to control the RE allocation for your team is now just as important as camping / defending the flag. The sooner players pick up on this, the sooner the game will become a better experience for everybody playing. Defending teams also need to learn that camping all day is not victory. You need to leave the base and tear down the enemy forward positions. Unlike Warhawk it's not as simple as capturing the zone, then it's yours. Eliminating the enemy pod beacon, automated weapons, and structures your team cannot use is crucial (this way even if they reclaim the area they have to spend energy to build it back up).
The larger problem is the Acid Sea map isn't very good. RE barrels are in bad locations, where folks tend to build up useless structures for a route that flag capturers do not take. So you need to farm the RE from the far corners of the map and move it to the center to decrease the enemy team ability to drive through for free with your flag.
On the Space map you can quickly gather six to eight units of RE with the correct spawn location and mad dash to beat others to the RE barrels. From there it's easier to fortify the map.
Acid Sea just needs a significant overhaul. Plus it's a small map. It's going to be interesting to see what LBI does with the large maps, IIRC they've confirmed maps will not be Warhawk style large maps with cordoned off play areas. They're designing unique small, medium, and large maps so far as I know. Fine tuning them is imperative to the overall success of the game.
I'm assuming communal RE is not off the table at this point and we'll be testing that down the road.