Alright, now that the number of people has approximately quartered since release, I'm going to leave my thoughts here on ways to save the game. Agree or disagree with whether you enjoy the game (certainly things I like about it, certainly things I don't), the fact is that this has been a pretty big flop for a large-hype AAA game. I'm not asking if you enjoy it or not, I'm asking for workable solutions in the near, medium, and far future, because as of now, this game is really struggling. I'm going to leave my suggestions on a few ways to save/improve the game, not limited to gameplay.
1: So the first thing that struck me right off the bat was instead of starting with more content than DOW1 and DOW2, this game starts with very limited content. A short campaign, few maps, one MP style, etc... The obvious intent was to test the waters and release DLC as consumer base permitted. This, as far as I can tell, was based on a hope that the MOBA/RTS blend would revolutionize the genre (watch interviews with devs, just about all mention the progression towards MOBAs in the gaming industry. It's a heavy influence, thought THE GAME IS NOT ENTIRELY A MOBA).
With a game like Portal, the revolutionary idea caries the game. Low content is irrelevant compared to the thrill of something completely new... The issue is that it's not new, it's the combination of two genres, and while this also doubles your potential consumer base by making the game more accessible, it also doubles the competition. Particularly with free MOBA's, you're entering a difficult market that's already populated by active games like SC2 and LoL (and MOBAs are free... so...). I've mentioned it before, but I think they severely overestimated how fresh the game would feel. The consumer base didn't seem to agree with them, at least.
With that in mind, unless they're willing to let the game die without a fight (which may well be out of dev hands with the flop), relic's main concern should be upping the attention somehow. Agree or disagree, I think the biggest issue the game faces when selling to people is content vs price. How do you fix that and stir up a ton of PR?
Release your first DLC free.
This has never been done in a AAA game as far as I know. At the very least, you're going to get media attention. If you effectively double the MP by adding 1-2 game modes (a survival style for the MOBA fans, a base destroyer for RTS fans, neither of which would be particularly extensive add-ons) and one race, and throw it out there for free, you're going to get INSANE attention. "I can get two games for the price of one?! Why wouldn't I buy DOW 3?"
I know this probably looks insane to a dev, but the most successful customer driven businesses (such as amazon) will often do things to make up for an error leading to customer dissatisfaction... with around 1/2 of the consumers being disappointed, I think it's safe to say that satisfaction is low. This is my biggest ask, and honestly unrealistic since it would be groundbreaking for devs, and no one is going to sign off on doing this on a game that's probably already lost money. But if you look at a plan to release double digit races, new maps, new modes, and have the vision to see how this is a long term and not a short term plan... You might get more than you bargained for.
2: add a simple toggle
Elites are a sticking point for a lot of people... Set a toggle to disable them. Easy as pie.
3: Get it into modder hands ASAP
40k has a huge lore base, a lot of active fans, and people that have modded heavily before. This is free content. Better yet, add an Arcade system to make it easily accessible.
People WANT this game to succeed. Me included. Modders will help you always and forever.
4: Advertise the current edition as a beta.
Why not? Particularly if point 1 is taken, this would be a great way to reassure your consumer base that you're making things better.