I think we need to test the "average-maximum" team distance. it'll mean having the server collect and record /loc data to figure out distances on X,Y,Z, given a range of different map types.
the reason I say that is 20ft in game or even 40ft might be different than you imagine. I assume each player bounds is roughly 2ft to 3ft, we divide that in half for AoE origin so 1 to 1.5ft, this is the bare-bones collision distance. some rays will even fail to detect objects flatly crammed up against this bounds. then you have enemies attempting to arrangethemselves around the target, perhaps 30 of them+some that are just standing there because they cannot be engaged because they are over the agro cap, each one of these adds 3x3, however they wont be arranged in neat square-flush blocks, instead corners of their bounds will meet flats of other's bounds pushing them out ever so slightly. so at "minimum-maximum" the next player Might be 3 or 4 enemy lengths+0.5theplayer width. so like 10.5 to 13.5 if everything is neat and compact. but that player and the enemies will literally have to be pressed together like a full elevator of people.
more often than not this is not the case, people and enemies do not cram in. they reach the maximum range for their attacks to cast and stop. melee range is like 7ft -3ft(1.5 player width and 1.5 enemy width) so they typically stop leaving a gap of 4ft, one or 2 might jump in there because they are cast-blocked by the rest of their horde denying them access to melee range to the target, but such hap-hazard jump-ins are far from neat and usually don't leave much or any space for new squeeze-ins leaving unoccupied melee range space that none can fit in.
but anyways 7ft roughly. 2 of these distances is 14, 3 is 21ft. I'd say that's average between 21 and 28ft of enemies + obstacles, that means at 30ft outside players would have to cram in leaving at most 0.5ft gap between them and the outermost enemy. but they often do not do that. as that would potentially incite far more than they intended to return fire. so they typically give it max melee or low to moderate ranged distance(but in some conditions high ranged distance for sniping and squishies). that's a gap of anywhere between 7ft, 10ft, 40ft or potentially upto 80ft.
That's if it's all neat and tidy where the tanker has full agro and has pinned the horde on a corner somewhere to draw all the ranged enemies into melee range.
More often, I've noticed players don't understand this concept that "it's quicker to dispatch enemies in a pile" and they engage before the tank and the mob spreads out to each player, the average player distance being 10ft to 15ft from each other.
so.. I'll let you investigate further and draw your own conclusions, these are just my observations.
a former thought for team insps is any ally engaged in battle(attacking or being attacked with-in the last X seconds) could recieve the benefit regardless distance or LoS. but yeah that'd take retooling as well.