I camp in the base the entire game. I get the full advantages that those who did the actual killing did. Fair? No.
You're viewing the problem from the point of view of a single game. This is not correct. Skill systems are based on statistical calculations covering many games. If you are a bad player and you don't help your team, you can win sometimes, when you're playing with a good team, but you'll also loose when your other teammates aren't so good. Statistically, you'll do much worse than somebody who is always a key player of his/her team.
Also, as I said, if you're playing with a team that has good skills then your team is expected to win. And so if you win, the skill algorithm raises your skill value only very little.
What if you adjusted it so that points are awarded based on range of points. If you score higher than the mean score/time ratio (of all playing), then you have a win recorded. If you score lower, a loss. This would be much more fair, especially in a game where the losers may perform at the same or better level as the other team. You should also keep separate scores for humans and aliens. I know that I am better at humans than at aliens; a low score for aliens should nor effect my score for humans.
For the reasons I've said before, I'm not inclined to use any such scoring system. I don't deny that it has some value and I don't mind if somebody else uses it, but I want to do something different. Something that _is_ based just on the wins/defeats. IMHO in long term, that is the most (and only) fair method.
You're not addressing the problem how much score is awarded for each action. For example, is destroying a telenode worth 10 frags? Or 100 frags? And why? What is the single correct reward and how to determine it? Before solving this, it has no meaning to talk about mean score/time ratio. A different rewards settings would result in somebody else being the winner or looser, no matter what you do with the score then.
Let me give another example why I think that a skill computation should be based only on wins/defeats: Imagine a player who is not especially good at killing or destroying buildings. But who is really good at organizing his team. He has a charisma, can motivate people to cooperate, can spot weaknesses of the enemy, is good at explaining to newbies how to help their team. A natural leader. Such a person wouldn't get a high score with any scoring system you're advocating. It is something that can hardly be measured in the game. But such a person would be the single most important factor of the team's success!