We got on to CQC last night and although we couldn't organise a team deathmatch session due to matchmaking, we did get into solo deathmatch easily. We had absolutely tons of fun. GG all round, and my own GG to other opponents both less experienced and far more experienced than me out there over the last few months. (It also helps that my CQC Pilots Federation rank is now starting to look a little respectable.

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My own thoughts on CQC:
I really like CQC. As somebody currently thousands of LY from civilisation in the main game, it's a way to actualy go and shoot people with impunity. It also helps with combat tactics. Yet, my main issue is one of participation-based feedback. As I see it, there seems to be a devoted core of people who only do CQC, or at the very least do it a LOT. This has two effects: firstly, the pool of opponents will be small, and secondly the balance of matchmaking will be skewed towards the veterans who will undoubtedly wipe the floor with new players. This in turn is likely to discourage new players from keeping at it, drive people away, and keep it a niche sport.
The solution? Bring more players in. That way, matchmaking will be more fair, play will be more balanced and closer, and the experience will be much more enjoyable as players of all skill types will start to enjoy what they see.
How to implement this proposed solution? That is the question. I have some suggestions, and I really do think CQC overall could do with more love from the Devs to help promote it:
1) Community-based movements. While FD will undoubtedly do all they can with the Tournament etc., this I expect the players to lead from the front. The more player communities that organise semi-formal events, say a weekly get-together in CQC, the more likely it is going to continue popularity. This is purely wishful thinking, of course, and it wil undoubtedly be improved by, and synergise with, the other methods of action below.
2) Increased incentives to play CQC. Specifically, increased relevance in the main Elite: Dangerous game world, more than merely access to a new system and improvements to a fourth Pilots Federation tier. I had hoped that CQC ranks would show up when targeting a player CMDR in game, just so that people know what the score is. From what I understand, the CQC Championship in-game was originally a Federation initiative to prepare CMDRs for alien incursions following the disappearance of Halsey - perhaps more could come from this. It would also be nice to see greater recognition of the effects of Prestige and a higher CQC rank on things like missions, reputation, etc. as well as maybe introducing CQC-specific weaponry into the main game for those with high Prestige or for CQC-ranked Champions or higher. To battle Thargoids with real plasma repeaters and heat beams would be awesome.
But as well as this, perhaps a tweak to the CQC reward system? I have played a bit but maybe not as much to notice, but could monetary rewards be increased slightly? How about materials as rewards - including unique mats exclusive to CQC?
The other efect of course is that those who only have Arena will be intrigued further over what is in the main game, and will end up with an asset-based (and skill-based!) advantage over those who join the main game having not played Arena.
3) Increased CQC content. And by this, I mean a not insignificant amount of input.
Right now we have four maps, and I think we're all starting to get really used to them now. Some of the devs I think, from livestreams, have expressed favour towards suggestions of surface-based maps, especially given that in the main game engineers can really boost-up thrusters for canyon manoeuvring. Plus of course, surface arenas lend themselves extremely well to CTF levels, just like a FPS CTF or Team-DM level. Furthermore, space itself can produce its own dangers, such as a heat-based level in a sun's corona, an entirely indoors level set within a Coriolis starport, or maybe even a level next to the event horizon of a black hole?
We have Team-DM and solo DM and CTF. Is there any room for other modes, such as Last Man Standing, or Assault levels? Maybe even a destruction derby with no weapons, or modifiers such as Fatman (increased armour and shields but slower thrusters) and One Shot Kill?
Finally, the little things.
How feasible is it to have 16-player matches, teams of 8 vs 8 or even 5v5v5 in a 3-way battle?
I know that AI bots have been asked for in the past, but given the vast change to AI in 2.1, would it be too much to incorporate these super-AI into CQC so that we can really prove our mettle? Plus, it means that AI NPCs in the main game can proudly show off their own CQC ranks so that WE know what the score is.

Game options. To reduce the frustration of one-sided matches, how about having prestige requirements set by the game, so that we can decide what difficulty we can play the game at, with rewards dealt out according to individual performance? (Naturally, this means that lower levels will be forever locked away from those who have Prestiged but that's the price of success.

) Now, for this to work there is a huge implication that CQC will soar in popularity such that everybody will want to play, in order for there to be games for everybody of any skill level.
Finally, are the weapons balanced out? It seems the done thing to use these days is heat beam lasers in a manoeuvrable fighter, but perhaps another balance pass is required, especially among the different ships and the available weapons and equipment for each ship?
Anyway, these are a few thoughts I have. I think that with a bit more love, CQC can be great for everybody.

What say you, Devs?