They definitely need to make BP easier to earn on Survivor. However, Solo queue has seen so many buffs in the past two years with the anti-face camp measures, hard cap on gen regression, basekit BT, and especially the HUD revamp, that I'm not sure what else could reasonably be done. A lot of it, like DCing and suiciding-on-hook just comes down to bad acting that no amount of QOL can address.
Also, somewhat related, but since they've added new HUD elements, they should introduce killer perks that can maybe allow the killer to see survivor HUD information, or hide that information from survivors in certain circumstances.
The game is very clearly not designed with SWFs in mind.
SWF > Killer >= The average survivors >>> Solo queue squad
This has been true for the vast majority of my matches. But I'm not talking about game balance. I'm just talking about economy and time balance. You have the worst match ever as a killer and you're still getting as much if not more BP than the average match on survivor. If you're playing with a squad and you're all using BP offerings then you can maybe hope to get as much BP as a killer gets in a good match. When I'm playing killer all night it feels like I'm drowning in BP. When I'm playing survivor it feels like I'm pulling teeth to level my characters.
Even more problematic than that though is the way emblems are balanced. It's child's play to reach Iri 1 on killer and it's almost impossible playing solo survivor. It's probably not much easier in a SWF because there simply isn't enough of the killer to go around in order to get your emblems maxed out. You can have a great match where you get a couple gens down, rescue a few survivors, get tons of healing done, cleanse a totem or two, everyone escapes and you still don't pip at all. It's just not a great system for how the game is actually played. In fact, the way emblems work on survivor right now, it actively encourages dumb and/or selfish gameplay.
And it's honestly no wonder that people kill themselves on hook. The BP is going to be shit anyway and the XP you get for a bad match is barely any less than if you stay the whole time. I had a match where it felt like I got nothing done and I got tunneled out early. Still got around 500 XP. Played a great match where I did a ton of stuff and escaped. Got about 550 XP. Make it make sense.
BTW, I would love more HUD elements for the killer. People worry about tunneling if they let the killer see hook counts but that's not the only solution. If they simply had some kind of HUD element that let the killer know that the person they just picked up is on death hook then there would be no risk of aiding tunneling and it would help out friendly killers.