I'm not entirely sure where you are going with point 1 but what I have describe all along is what you are talking about in point 2
The system I'm referring to implement your suggestion because on the face of it that is how it will work. The problem is the most efficient way to play is by denying your opponent points rather than gaining the points under that system. This wasn't a try once and change it effort this was shown out after a full years worth of tournaments.
So using the system where you have both the current KoTH and Elixirs drop from only killed enemy units in the location they died what they were ending up with was two melee armies turtling with minimum tank units so as to limit the number of Elixirs given out or
When a ranged army got involved. The game went in this sequence.
1. The melee army moves forward to contest the zone
2. The ranged army focuses down one unit.
3. Melee army exposes another unit to collect the Elixir.
4. Repeat steps 2 and 3 for a few times.
5. When ranged army has number superiority or know they can deal with last few units they come out in force.
6. Contest till game or just kill remainder.
See it didn't matter that the elixirs dropped where they died since where the unit died it was exposed and the unit coming to collect the Elixir is also exposed. And the ranged turtle army can kill fast enough that you won't win before they come out to contest. It's already happening with our current builds. There are a couple of people already playing the all archer Lion army doing exactly this very successfully. Hell I've done it with a mage army as well. My record is 4 wolven in one turn my avg is 2.5.
I know exactly what you are saying I'm just retelling for you what happened when it was tried. As I said on the face of it, what you are describing is how it should work. What I'm retelling here is what ended up happening. As a follow up they tried a number of fixes that never worked so I can't really offer you a solution on how to make it work.
Moreover, in the example you proposed of 6 units against 9 (e.g. Wolfen against Lion), the player who starts with less units (usually Wolfen) can give to his opponent less elixirs but he will also have to face many more problems in numerically dominating the map. Also a unit killing two enemies in the same turn may give the enemy the opportunity to grab one elixir from the second unit (if you don't have Implacable), so you'll have to think more carefully about how to attack your enemy and if moving to pick up an elixir may be better or not respect for example to pursuit in another direction or avoid an attack of opportunity.
This is what I'm talking about with the numbers game. It is never a good idea to go into melee combat since you creating a situation where you will likely give your opponent elixirs or not get to use your follow ups making the mechanic mostly worthless and implacable a must.. This is why it ended up with High Def min unit turtling. To have field dominating numbers you need to take easily killed units. So it is more efficient to starve your opponent of those opportunities. Less units on the board leads to less opportunity to engage in combat. The common term for the type of army I'm describing is a "Brick".
----------------
The only real way to eliminate randomness entirely is to have 2-3 fixed spawn points along the middle of the map that activate in sequence. The first one should be randomized but should give a one turn warning before it spawns.
This can work but it can also be boring.
The question is how much randomness can we put up with. Because if you say some, then we can tweak the spawn formula by shrinking the number of hexes a Elixir can spawn in or so that it garuantees that is will always spawn in the opposite hemispheres of the previous one ie, NW then SE then SW then NE. Or the devs might even have something else in mind. It is a beta and no matter what we do testing will be required to make it work. Sadly it will never suit everybody.
I personally can live with a little randomness as long as it encourages strategy which I feel the current system doesn't.