i never heard anyone complain that The games were starting too slow. The devs just tried fixing something that wasn't broken on The first place
This is a player point of view, but as a player myself I think it only fair to look from the other side to the issue.
CubeCraft is a company which can exist due to the income of money. The expenses to this are the servers they have to keep open. Every game that is open is one that takes money out of team CC's pockets. This is worth it however, because of the amount of money CubeCraft got back from people buying ranks and all other sources of income CC has.
When Java started to decline as a whole, CC had noticed their playercount going down similarly. To fight this, they decided to remove the gamemodes that had a lot of open servers (costing money) while they had little players. This included the team gamemodes as well.
Because you think a game starts in a decent pace doesn't mean it gets profitable as a whole. I am of the personal opinion CubeCraft deleted a few too many games, as I think games like MinerWare, but also the team gamemode of either SkyWars or Lucky Islands could've been kept on the server. I think it is tough for us to make such calls without the proper data, which I think should be made a bit more publicly, but simply stating that you found it no issue and you didn't know anyone who did doesn't make the game profitable, as every server costs money which a company eventually would run out of.
Now I hope this clears the 'lack of player' argument a bit for you. I would like to request CubeCraft to share the data from the 'The Future of Java' change on the Team vs Solo gamemode topic, and in comparison with the other games that were kept on the network, as this would give players a better insight on why decisions are made and why the team deems these the right decisions