"Load" is players finishing games and requiring new match pairings / rating updates for the tournament to continue. You can tell them to wait, sure. But as long as the rate of games finishing exceeds the rate at which they can process them I don't see how that would improve the situation, the tournament would be stuck anyway.
One option is to eg. limit the total number of players in the tournament up front but they explicitly said they didn't want to do that.
That's an assumption, there's a lot of assumptions flying around right now. The simple answer is we don't know.
Often there are a lot of design tradeoffs, bcrosby was likely questioning whether all events going into that specific queue were strictly necessary for matchmaking. We don't even know that this was actually the problem.
So far, no professional post-mortem, or root cause analysis has been released.
There are certainly ways one can setup these type of services so they dynamically scale correctly, but since the architecture they are using isn't fully disclosed its difficult to say anything with certainty and this type of guesswork is entirely unproductive.