You're still trying to pretend every character is/needs to be a ball carrier/scorer, which is a recipe for failure. Huttball has numerous [broad] roles to fulfill; ok, so you can't catch the ball runner. What do you do? Protect mid so you can get the next ball, cc/kill the enemies trying to catch up to him, preemptively position yourself on the enemy side for a pass, setup on your own side to slow them getting back to mid. This is simple stuff that any class can do.
The effective operatives in a huttball match aren't the ones that are trying to play like a juggernaut, but the ones that play to their class' strengths. Hound the healer, burst him so he's not healing the carrier, lay into the sorc that's putting out pressure on your team, do what your class is good at, create kills and pressure. And operative healers have it even better, they're the only characters that can heal effectively without standing still, so while they don't have any leaps or knockbacks or dashes, they're still great for accompanying the ball carrier.
However with that said I also can't possibly count the number of effectively free points earned by something as simple as stealth camping the enemy end zone, so there's always that too.
My sniper friend understood it wasn't his job to carry the ball, so he'd set up to harass healers and use his knockback(s) to our team's advantage and just generally do what he was good at, damage. He'd get annoyed when someone actually passed him the ball because he knew that wasn't a good fit for his class; but he was still absolutely valuable to our team. That didn't stop him from getting in position for a pass or a score in a pinch of course, but if all went to plan, the idea was that shouldn't really need to happen.
If you're really hell bent on moving the ball, passing is bar none the best way to do it, possible exception made for leap->push->leap. Passing has no cooldown and can cover absolutely obscene distance. And everyone can do it.