Some pieces are not at home in crowds, do poorly in the hustle and bustle of the midgame, but thrive in the open air of the unfenced endgame, where they can ride all day without bumping into anyone.
Other pieces need the crowds, draw strength from the hurly burly rubbing elbows, indeed live only to help others or can do nothing without help from their friends.
Some, of course, are equally comfortable in both situations.
For a chess variant to have the feel of Chess, it must have a balance of sociability similar to that of FIDE chess.
Lame Pieces are Antisocial. The favorite example is the Knight from xiangqi, which is a "lame jumper" because it cannot jump over obstacles; it is much stronger on the sparsely-populated xiangqi board than it would be on the crowded FIDE-chess board.
Move-only powers are antisocial. Why don't Pawns run forward and make new Queens in the opening? Because there's too much stuff in the way.
The ability to retreat, especially to retreat long distances, is more important in the endgame than in the midgame, but it is not exactly antisocial. The endgame bias of this attribute is not caused by a reaction to crowding: at the start of the game, the enemy is always in front of you, but later on it might be important to retreat quickly and catch an enemy pawn.
It is obvious that the pieces in CCCC Chess need other pieces to jump over in order to be able to move, and become weaker as the board clears out; obvious that a piece with Relay power is useless unless there are other friendly pieces to which it can lend its power; but less obvious that certain other attributes are social.
I have come to the conclusion that the colorbound pieces can always find targets as long as there are plenty of enemy pieces on the board, and do not become significantly weaker until the board empties out (at which time, it becomes easier for one side to ignore the squares controlled by the other side's colorbound pieces).
In the case of the Bishop, this effect is masked by the fact that the bishop is a "runner". Runners get stronger as the board clears out. It looks like this effect is stronger than the weakening caused by colorboundness. Bishops get stronger in the endgame, but not to the same degree that Rooks do.
In the case of the DA , the dropoff in strength is much more extreme. In the opening and midgame, the DA seems to be almost a full equivalent for the N, but in the endgame, the N has a winning advantage.
It seems logical that more severly colorbound pieces are also more social.
In addition, of course, jumping pieces get a faster development in the opening, which allows them to participate in the middlegame skirmishing much sooner.
In case English isn't your first language, "guesstimate" is a popular mix of "guess" and "estimate".