Chases length is the ultimate root of Solo vs SWF problem and other balancing problems
If we dig deeper, it's not even information that makes SWF so powerful. Good survivors (=good jukers) team up to play SWF, because they don't want to rely on solo survivors and that's what makes the difference. Although information surely plays a big role too and if solo is made stronger, the gap between solo and SWF won't be as big anymore.
If no survivor can juke, the game will end in 4k. If there's more than 1 good juker in the match, the killer will have a hard time and probably lose the game.
It shouldn't be possible to juke the killer for 4 gens. What's responsible for it right now is pallet/window placement. It shouldn't be possible to waste killer time by juking him in a pallet town and then safely sprint to another one. Pallet towns should be placed further apart from each other, to compensate it pallet density inside a single pallet town can be slightly higher. Once you are out of pallets you either go down or you must outplay the killer to get the the next pallet town. That's alot of work though, so another possible solution is to make Bloodlust stronger, not weaker. It will even out the games and also reduce the gap between solo and SWF.