I have a couple of issues with Pursuit.
Player cap, this mode definitely needs it. 4-5 players maximum on the server participating actively seems about right.
It seems like deployables are going to be too weak in this mode unless everyone who is playing is impacted by them. All speed gates/healing crystals/shield spheres (which should slow everyone down) should be useable by all players making them useful but also a risk.
One major design issue with pursuit mode is there's really no point in active chasing. Pursuit mode needs some changes to promote the name being unironic. As a chaser if you just sit by the goal gates you are at a huge advantage. The closer the flag winds up to the capture goal zones the easier it is to not only kill the capper as a chaser but to pick up the flag and score doing hardly any traveling.
(Especially considering that chasers have a movement speed benefit.)
Might also be worth having it so that only the current flag carrier can see where the goal gates are to put even more pressure on chasers to just kill the flag holder.
An overall improvement to consider would be making the "return gates" change on every flag drop/pickup.
Making sure to check that it would not wind up being one nearby the local position of the flag currently.
Additionally giving points per 'X [time unit] held' or 'Speed while holding flag' or some variant of both/either to give points as well. 'Pick up flag', 'Killed flag carrier'.
Ensuring that those who scrimmage the flag gain points.
Picking up the flag needs to have a benefit as well, such as refilling your health to full instantly, and giving at least some temporary invincibility (though nothing like negating soft damage from self boosting) to dissuade chasers from just spamming shots/rockets at where the flag is haphazardly. (That behavior should not be rewarded in the slightest, it is bad play.)
To detail an outline of reward for play to direct the gameplay would benefit the mode as well.
Using my above suggestions as a guide for scores I'd do something like this:
Win = 50 Points
Score 1 "Goal" - 10 Points
Score 2 or more "Goal"s in a row - 15 Points per goal after 2nd
Pick Up Flag and hold Every 10-15 seconds - 2.5 Points
(Would give a maximum of 10 points and then drop the flag from the capper to promote them moving to goal points to maintain hold on the flag. Giving points just for picking up the flag does not promote any good gameplay behavior in players.)
Kill an enemy holding the flag - 2 Points
Kill an enemy while holding the flag - Lose 2 Points
(Forces focus on movement to goal gates)
And yes, intentionally 4 quick goals in a row would win a round with this method putting pressure on the participants to prevent the flag from being held by any one person.
Overall it is a great gametype and I appreciate the addition.