Well, with this new matchmaking system I simply can't find "fair" opponents because I'm lvl64 in rookie tier, and (almost) nobody else is lvl64 rookie.
Well, there is no perfect competitive rating system with everyone being happy, but before the 3.2 update it was at least playable.
Next is just my opinion, ignore it:
You can't simply measure skill. "Good" players (I mean players with high max rating points) can simply stop being good and fall into bad players pit, dominate everyone and be happy, while everyone around them whould loose and feel that It's unfair. That's what devs tried to prevent. (And that is why rating decay is bad).
But you can simply measure level and sum of defences. But some players with big numbers can be really really bad, so skill measurment is still needed, but, once again, "good" players can abuse that. And some players can no longer find any opponents matching their "skill", lvl and defence.
Also, there can be no players with your rating who searches for opponent, and you can be stuck forever i.e. with 0 rating.
So, IMHO, matchmaking should be not be based on only rating, but on tier, finding most sutable player with closest rating points in your or closest tier, not rating point constant range, and ranking up or down should be accelerated based on loose and win streaks, rating decay should only be on (very) high ranks, there must be no restriction for matches per day. This will not prevent unfair matchmakings, but at least there will be less of them, and players rating allocation would be more balanced since better rating positioning for players would be accelerated.
(6 wins before update, 1 after)