Mega Control
Controlling health pack pickups to cut off the enemy's passive recovery and force them into a sustained deficit.
When the enemy tank or flanker is dependent on Mega packs, controlling the space around that spot is effectively forcing them into resource starvation. Take the packs on your own rotation path first, and either hold the enemy's pack under a sightline or run through and eat it outright, and their self-heal routine breaks down. It bites hardest in Brawl/sustain matchups where total healing decides the fight. It is a form of space management, and the priority is high whenever the pack is the reason that area is worth controlling. Sucking up packs mid-Dribble, or the pack fight between A and B on Flashpoint, are the typical examples.
In a Brawl matchup that has turned into a sustain race. When you see the enemy tank relying on Mega packs to heal up. Mid-round onward, advancing while securing the packs on your own rotation path.
Getting so caught up in pack management that you're late onto the sightline. Getting staggered where you went for the pack, and the enemy takes that pack as well.
Space
Physical control over the favorable parts of the map — high ground, routes, sightlines.
Resource Trade
Spending a minor cooldown to force a major defensive one, netting an advantage for the real fight.
High Ground
Elevated map position offering downward sightlines, cover, and safe retreat — the foundation of most setups.