The problem with making a "catch up" mechanic (which the game has many of already) is that in many cases, it is unfair. Right now, there is periodic gold given out, based on the average level. Winning teams, are only gaining say, .8% of their worth in gold per tick, while a losing team, that same amount of gold is 1.2%. Those figures are made up, but the concept is the same. 5 is 1 times greater than 1, but add 10 to both numbers, and one is still 4 higher, but is only >50% higher, opposed to 500%.
The reason someone who is ahead early game ends up winning is because they are most likely better than their opponent. If I made it so a better players had a disadvantage; what would happen when that better player used a build that is intended to dominate late game? Early game they are being spoon-fed free gold to stay in the game, and then late game they are slaughtering their opponent who uses 3 farming skills to stay ahead early.
The trick is to min/max on your progression. If you cannot reach level 6 by the first duel in a 1v1, delete the build and try again (Unless you are a very good player who is planning for a late game come back). "Way back when" level 7 was the goal. If you weren't 7, you were wrong (or again, planning for late game).
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