None of this will fix anything. The real issue , at it’s core, has always been class design.
The barrier to entry is class design, cooldowns is class design, mobility is class design. Numbers are easy to tune but the core of a kit within the meta is fundamental not just for pvp but pve too.
The real solution to everything pvp related is easy to deduce but costly. Here’s the real solution:
Pvp is a separate game from wow. It has it’s own launcher, it’s own name and is FREE TO PLAY!
Leveling no longer exists in said pvp game , all classes are available to you at the press of a button, gear doesn’t exist either. Your stats (including hp/mana/primary) are entitely customizable by the player within the game.
A large lobby-like server will be where players can log on and test things, duel, try out different builds … show off their rewards etc.
Class design will be entirely rebuilt from the ground up , simplifying the class kits with minimal buttons needed to function , many cds, procs and gapcloser/openers will be reduced or removed, the meta will be weighed equally for the entirety of class toolkits, rather than each build balanced individually with unforseen results.
The game modes will retain bgs and arenas in both solo and group format. Rewards will be balanced around each rank up bracket for each format rather than only one type of format having true rewards whilst others get less.
Many bg and arena maps will be remade to truly encapture the essence of pvp rather whatever devs thought looks good in the spur of the moment.
Talents and specs will be specifically made for this pvp game, not a side character in the pve version of the game. Outdated class mechanics will be revised and redesigned ( not revamped with a couple of talents shifting around).
Dampening’s healing reduction will no longer be a thing , instead abilities that heal will slowly increase in cost over the duration of a match, until healers are incapable of healing due to resource starvation. Mana as a resource will matter again, for both dps and healers , no longer a decoration for the majority of dpsers.
The concept of space will be respected , and will be balanced based on a system of the player’s choosing.
Mobility, survivability and throughput will all be separated into their own categorical trees, with the player having to invest said points as they see fit. To clarify as an example, at best a player can max out two trees, having to choose which playstyle they need the most. Obviously hybrid tri-talenting would be possible but will be spread too thin whilst most of the stronger key abilities are deeper in their respective trees. This will maximize player choice while engaging theorycrafting and counterplay based on knowledge and comp. In short, having infinite mobility, quasi-immortality and 1 shot potential all at once ( like some specs do on retail ) will no longer be possible with this system.
And that is basically how u “fix” wow pvp. A true fix, not half assed measures trying to treat symptoms of a disease while ignoring the source.
Going f2p will flood the game with numbers , which in turn solves the new player dilema. The revenue will shift to a f2p model similar to any other pvp game, via skins and seasonal battlepasses. Neither of which will impact power in any way shape or form and will be purely cosmetic ( exactly like league of legends).
And there you have it, if i owned blizzard. :]