I don't mean to disrespect you by not writing anything of that magnitude back in response, I actually appreciate that. Merely, it's late. And I confess I don't have as much data as you to back up my claims, so there is little I can say without repeating myself over or providing mere conjecture--a waste of both your and my time.
Let me address your individual pieces, however
1.) I agree with most every point you have here, actually. It was indeed hasty of me to write of Crests of Honor. I thoroughly agree with the idea of positive reinforcement as opposed to negative punishment. I even agree that receiving honor get's players to think about what they did well, and that it encourages them to continue said behavior. That seeing a player with a crest that they too want to receive and then asking how to get that crest will encourage their behavior to fall in line with receiving it. My main problem with that, however, is that the "reward" from it is minimal, highly subjective in value, and that the way that it works provides the actual reward(the crest itself, and not merely the praise associated with receiving honor) to too few a people. If you're someone such as me, you honestly couldn't care less about something as trivial as a "crest" of honor. I know I play "honorable" throughout most of my games. The reward, however, is based entirely upon the backs of the players, which in a way mirrors the Tribunal, so perhaps that is actually the way to go with it. The major difference I see between the two is that Tribunal is impersonal while giving honor is very personal in comparison. I can't say I have much(read: anything) to verify this claim, but players handing out honor is an inconsistent method, again, especially when we compare it to the Tribunal. The only "proof" that I can offer in this regards is that when people play with their friends, they are more likely to give them honor just for the sake of knowing them. Even if that friend behaved poorly. Even if they didn't also give honor to someone else who behaved in the desired manner. This proof might be fleeting, as it itself does not have proof other than anecdotal evidence which is hardly sufficient, but I am willing to bet quite a pretty penny that if I was in some way able to procure the statistics of honor given to friends and honor given to strangers that there would be some agreement to what I am saying. Maybe I'm wrong though, and I'm willing to concede that fact, so you're welcome to choose to disregard this without any ill will upon you.
I agree with everything that you say about Team Builder to a reasonable extent. It most certainly has cut down on toxicity in those regards--at least amongst teammates. What I don't see, however, is the effect on toxicity that it has between opposing players.
2.)Changed my opinion a bit, I'll give you that. It didn't necessarily occur to me to cross-reference matches in that manner. Just because they weren't toxic in that specific game, but only in the post game chat, does not stand to reason that they weren't toxic in other games that presented to them more of a reason to be. That reason either being greater frustration, easier targets, or just all around more in-game interaction between players. So yes, the number probably is lower and I am merely taking my personal experience with the matter into the situation which is causing a bias in my opinion due to my own frustration with the issue.
3.) As this is a recap, there isn't really anything I can address that hasn't been addressed above. I'll end it merely by saying that yes, you are most likely correct in your assertions and I concede in my militant request for post game chat in the Tribunal. It merely comes out of my frustration for what I believe to be still rampant toxicity--and the idea that moving forward, even if it is just an inch, is still better than not moving at all. That idea falls short, however, in the regards that if the resources spent moving forward that inch could be better spent moving forward a mile. With that, you have changed my opinion