oh, usual stuff, zero barrier to entry, equal ilvl for all pvp gear, more rewards.
but on the rewards thing, you need more than just a really cool shiney at the high end, you need bread crumb rewards along the way. 1000 honor kills is an achievable goal even for the new players, 50 wins at 2400+ is not. you can’t just put an elite set and rated mount out every season and expect new players to last long enough to reach that without buying a carry. small breadcrumb goals give the player a realistically attainable goal which will keep them in the game long enough to start developing skills.
so in order to achieve this, i would restructure pvp like this:
pvp requires pvp gear, a standard issue set of pvp gear with templated stats could be purchased from a vendor for gold, players could use conquest to make pvp gear with custom stats. all pvp gear has the same ilvl in pvp, the pvp ilvl increases over the course of the season to add dynamic meta shifting.
conquest is account wide, and used as a currency that can regulate afking.
with gearing taken care of, you could now use the seasonal unrated mogs for the breadcrumb rewards. say 1000 hks unlocks the first item, 2000 the next, 3500 the next and so on. they should cap it off with a matching recolor of the seasonal rated mount.
additionally, they should add something like a MVP reward to unrated matches, things like top damage, top heals, top flag caps. not only would seeing their name called out on screen at the end of the match get players psyched and motivate them to keep doing that, but you could track the number and type of MVPs rewarded to the player on the armory.
so now, players look at the mog in their collection books and see that this item only takes 1000hks in pvp, they think to themselves “well i can do that, i know it will take a few games and i will lose some, but this grind is totally doable”. the goal is that by the time they get the mount unlocked, hopefully they will have gotten hooked on pvp and getting better. if people think the pain needed to obtain what they want is bearable in small bite sized chunks, they will bear it. thats how you get people in, the rest is just balancing and logistical issues relating to it being a sport like game for pvpers.