You're both overreacting. The new health/snap change helps to make solos more analogous to teams in that they can now heal red health if they snap and lose red health if they are snapped. That's fine, and I'm all for closing that gap as much as possible. However, the way a snap behaves should be consistent across all team sizes because it is a universal mechanic.
This has nothing to do with mechanics that Solos lack compared to teams, or vice versa, and has everything to do with a universal mechanic becoming inconsistent. A snap is a universal mechanic, that costs meter, available to any team size, so it should have the same value across team sizes. I don't want team snaps vs solo to be better than solo snaps vs teams, I want them to have the same value.
All I'm saying is a snap should universally give you some sort of oki situation if it doesn't refresh your otg (which it does in every case except vs solo).