So I don't play Dominion all that often these days, but one of the things that stands out to me whenever I go back to it is the way quests work. Specifically, as they're implemented right now they tend to dramatically favor whichever team doesn't have control of Windmill at the exact moment the quest pops.
It's pretty common knowledge that Windmill changes hands more than any point on Dominion, and that's rather clearly enforced by the structure of the map. Obviously you get ganks on bot and steamrolls that push through to mid, but in general the fighting happens over Windmill and everything else is ganks and pooters. This is a problem when Windmill becomes a quest target; one team has to capture Windmill (a fairly easy task since it changes hands frequently), while the other team has to try to capture the opponent's mid (the most difficult point on the map to capture reliably.) It's a huge advantage to whoever doesn't own Windmill but it's too random to plan around since you don't know what points a quest will appear on. The end result is that quests can turn into random free points for one team, rather than something that rewards players for grouping or playing as a team.
And really, with the symmetrical nature of the map, there's no reason a quest should ever have Windmill as a target. Any time it does it gives one team a massive advantage purely because of the RNG. Quests should either be mid-mid (not currently possible and would be interesting) or bot-bot.
It feels enough like an oversight that I'm honestly surprised this has stayed in the game as long as it has. There's really no positives to Windmill quests, and there are some rather obvious negatives.