This is a rather bad idea...
Concept looks nice on paper, but here's a challenge for you: Try to keep balance out of an ally. I only know a couple of people who managed it and it takes a lot of work... and you can't idle, because it requires quite a bit of micro-managment...
So, you'd be cutting the amount of people in the park, which is already on it's low side.
The result of your plan would be: You can only train when you're in an ally and if you have a hell of a lot of VE... Balance gives +100% heat gain when you win, but doesn't give it when you loose... making a high VE a must when you're balanced.
Everybody will have to be balanced in order to do anything... And what stops somebody to get out of ally, get a lot of losses, attack everything on sight, get a bunch of +bonus honor, get balanced... (due to tokens this is fairly easy) and then drop XP back to 0 in a few attacks, rince and repeat.
You'd just be cripling new players with this and the only people who would gain something would be the balanced, high VE ally people that aren't too active... Wait... You have rather high VE, you're an ally leader and you're in perpetual balance, and you don't grind too much... Interesting.
In order to catch up with the vets, new people have to train... And in order for them to do that, they have to drop heat. And if they are weak, they won't be able to keep balance, so they won't be able to train, which would just make it more impossible for them to get anywhere close to vets.
And this is coming from a person who would actually benefit from this change... I'm having problems with getting losses anyway.
And another thing: Who needs combos when your burst drops 9m heat in one hit? Or 5m... or whatever... The only people who actually need combos are younger people who don't have over 500k VE.
Also: This will lead new people to cling to GGG type training again... And we really don't want that, do we now?