Dark Souls is a completely different type of PvP, from the PvP done in an MMO like ESO.
You can attack three times in Dark Souls, and be out of stamina and unable to dodge right away. The balance is that your opponent isn't going to be spamming infinite attacks and gap closers on you during this with infinite sustain, as Kena mentioned in his post. You cannot compare Dark Souls PvP to ESO PvP, especially post 1.6.
The only solution ESO needed, was higher costs of everything after the removal of softcaps and no nerfs to active defense and burst damage output.
ESO PvP has been the most balanced when resources are a prominent concern. A decrease in Recovery would be more beneficial than an increase in cost. Increasing cost decreases the number of abilities any player can cast consecutively, but with recovery left as high as it is, the resources will be returned relatively quickly. This effectively imposes a cooldown on abilities. Reducing Recovery on the other hand allows for more consecutive uses but once the resource is out, it is out. Players who do not focus on Recovery cannot count on that resource returning for the remainder of the fight, keeping all combatants mindful of how much is left. Similar to Dark Souls PvP, it is paramount to ensure the resource(s) do not run out.
ESO PvP is not like Dark Souls PvP, but is it wrong to take inspiration from another resource based combat system?