What exactly does UX entail in your definition? What I'm aware of is often UX design is often done by one person. Sometimes it's non-technical, non-creative and passed on to a developer and designer. Sometimes it's a technical & creative person who implements it right away as well (3 skills in 1 type of person). With certain games its very noticeable when there's a disconnect between UX & UI design. Bloodstained for example clearly has 3 seperate decision makers for the UI (UX, developer, designer). Whereas FFXIV 2.0 for example, is done by 1 person.
As for actual user data, I'd assume the test team will be mostly be trying to play the game and report findings and opinions (I'll basically encourage them to say something is terrible if it's terrible). They are not a team of developers who write tests. It seems that you define this more as a UX team, is that correct? But then I'm not quite sure what you would put into a 10 man test team that isn't playing and providing feedback. As for automated tests, I always like to keep that to the development team. As SCRUM entails that a finished userstory is ready as is, I really am not fond of 'completed' userstories that still require work later. It creates weight that you need to carry, until so much weight is added that moving forward turns into a crawl (seen this happen way too much). Userstories should be a fire & forget kind of thing. Thus a userstory has it's own needed tests. It doesn't have to be complicated, just a simple check that it continues to work in the future.
Anything not related to the game code would go to the server team. They handle pipelines and needs for servers. Game infrastructure is a mixed bag, preferably done by DevOps with game-code knowledge (so they know what's needed). Since it's game-code, I prefer them to be one of the engine developers, so I can leave the server team as simply the server team.
I did not setup true analytics for real player data, because it wouldn't be part of the development story. After launch (or before beta), that's when I would start needing data analysts and strong marketing / communication team. Before that I already reserved a few slots to fill small bits of communication with the 4:1 budget.
In the original post I wrote UX/User Researcher. They go by many names, user experience researcher, games user researcher, player researcher, ect. This is very distinct from a UI designer, the role of a user researcher is to validate the game designs against the actual player experience. This keeps the project on track, ensure the game is usable and achieving its design intentions.
The test team are not an adequate substitute for your actual users. There are a few key reasons for this:
a) they aren't your target audience
b) they are far too close to the product (and its politics) to be objective
c) the testers will generally have a poor understanding of usability and human psychology
Something we see all the time with smaller/mid weight studios without a UX team, is they test the game internally, then they come to us to test the game with their target audience, and the target audience don't play the game in the way that the developers, or testers anticipated they would.
Almost all large developers have user researchers involved at very early stages, providing evaluations of the early game concept, and things like UI wireframes. It might seem like extra work to involve user research at these early stages,
Analytics are typically hooked in at the games early production states. Feedback from analytics data is a key component of modern, iterative development. As an example, Breath of the Wild's map was altered based on heatmaps generated from analytics data, which showed where players were most likely to explore. As a result, the developers were able to populate those locations with interesting things. Analytics can be useful for tracking data generated by the testers, pre-alpha.
Perhaps a really easy to understand example is difficulty balancing. After a while, your testers have absolutely no idea how difficult the game actually is.
In general you won't see any studios of the size that you're describing, without some form of user research team involved in every project from very early stages of development.