Hello,
This is the kind of suggestion that is excellent for base game design but does not work well in a game with microtransactions. In a game run by microtransactions, people pay to perform better, so this, sadly, simply does not work. Implementing this suggestion will most likely drive down profits and, if used widely across multiple events, will probably result in the game closing down due to lack of players recharging due to their recharges and powerups not mattering.
However, I will submit your suggestion. Just please be aware that it likely will not gain traction.
Thanks!