Im gonna start with the TLDR. Look at your current tier and compare it to your Op.GG "average team MMR" If your under or over, your gains are probably slanted. The more dramatic the gap between your current tier and match tier the more slanted you see your LP gains.
I have an assumption that LP gains lower with K factor. I cant prove it other then showing the logic behind it.Sadly riot does not provide much info on their LP system.
Now for a standard Kai guy wall of text about MMR.
I like Elo, and MMR. I studied up on both. I will provide my opinion built from what I know on the two common system types and explain what seems logical to me to implement.
Tiers mean nothing unless they are attached to a MMR range. With out some Range then there is no interaction between Tier and Skill. Player tend to believe there are 2 common ways to build Tiers to skill. Option 1 is tiers are made in relation to population size. You put X % of player base sorted into different Tiers. Option 2 is Tiers are made off Static MMR ranges. Players can move thru them any direction.
I favor option 2. It naturally will sort players by skill due to MMR being built of probability theory. Being a 1200 Rated player means nothing alone, in the context of an Elo system built off probability it simply means the system has expectations on what the odds of you beating other players are, this is made off their ratings. It wont care if its wrong. Being wrong is part of how Elo/MMR adjust, it expects high uncertainty (Higher K factor) on new players with no games played. Think of it as the system having a calibration period before it starts being accurate. I like this method, the advantage of this is that population never matters as extremely because your not looking to force a % of the ladder into any 1 division.
If I wanted to use option 1 and I had 100,000,000 players im looking to split that into population %s and that means I try to shove players below and above the range I set to be the 50% marker. My issue with the first option is i feel this system gets negatively impacted by players quitting or an influx of new players because it wants to readjust the ladders ratings by current population. Its sloppier and does not inherently represent skill better then probability's will.
So personally I would have each Tier represent X range of MMR. You can be tricky and adjust how wide that range is if you wanted to move % of players into a specific Tier with out ever being impacted by current active populations. You also have plenty of opportunity to make dramatic adjustments for inflation or deflation during Soft resets every year. MMR is next to impossible to make zero sum in a game like league far as I know.
Now. The advantage of this LP system riot uses? Many of them are perception. Players do better with titles then numbers. IM DIAMOND feels far better then im 1700 MMR (im using 1700 arbitrarily no idea if that's accurate to riots system.) Riot can punish dodgers with out giving them a lower raiting of skill. The one I think matters most thou, Riot can have a more Dramatic K value early on an account. That means a new account can go up or down the ladder faster, putting them out of a range they make mismatches. Promotions and demotion protection help remove some of the impact luck makes. A lot of folks bitch about promotion matches but they function very well in stalling Luck reliant players, which is any player who does not rely on their personal skill.
So your LP needs to move slower then K because high uncertainty means low confidence in your systems estimation of skill. So LP gains are slowed to not give some one the reward of a title they don't inherently represent. So you see it slant to react to your hidden MMR. Least, that's how I would run it.