Competitiveness Does Not Require 50%-Winning Chances
Something I've seen unmentioned through all this talk about Solo / Dynamic queue.
Starting off: there are valid concerns that DQ does not measure the same individual impact that SQ did. There are valid concerns that fighting premades feels bad because of the lower chances of winning.
But arguments about premades ruining competitiveness, due to having a higher chance of winning, are untrue. A 50% potential winrate for each side is NOT necessary for something to be competitive.
MMR, the hidden matchmaking rating that dictates how much LP you earn, gives and takes based on a calculated estimate of success.
No match ever has an equal chance of success; one side always has some kind of edge. This is fine because If MMR guesses you have a 40% chance of winning, you lose less MMR or win more MMR compared to a 50% chance. If you have a 1% chance of winning, you will lose 99 times over 100 games, but a functional MMR system will theoretically still have your rating remain exactly the same. This is still a competitive system.
So even if premades have a higher chance of success, this doesn't mean the system is less competitive.
Rather, 50% winrates exist primarily for fun. It's not usually fun to fight a lopsided battle because it becomes really snowbally on one end, and this should be the primary critique on premades rather than arguments of premades ruining the competitive equality of the system.