I like how you took features like max lobby count based on players online that could be used to make your overall site better and put them up on a part of the site that people can pay for. It's all starting to make sense now, ignore complaints and suggestions about the site and allow it to delve into more and more crappyness until you take all of those complaints and suggestions and fix them but only for the people who are willing to pay. Good marketing strategy really.
You sound upset.
While I see the attractiveness of a max lobby count, for example, I also see issues with it.
What deems "too many" lobbies? How many variables are going to determine that, or is it constant? What if there is an influx (see: Muselk's video + matchmaking) that dramatically increases the playerbase?
Here's how I would write a basic code to determine max lobbies:
pull number of 6s lobbies, 4s lobbies, hl lobbies
let 6s = 12*number of lobbies, 4s = 8*number, etc. Gets the total player count to completely fill the current open lobbies.
sum all
if sum/total online >= some percentage then disallow more lobbies (is it 20 percent of online people, or is it 50? 5%? How do you decide that? How often does this refresh - every second, every 10 minutes?)
However, you need to factor in tons of things. Are these online players idle? tf2c is always open for me. What region are they in? Are they currently in a lobby? How do you check for these things? If you don't, is it really an effective code, and will idlers fuck up the system?
Of all the things tf2center needs to implement, a max lobby count is not one of them.