This is just a simple thing I think could possibly work with tuning down the issues with tanky-as-heck ball groups and whatnot that's been plaguing PVP for a hot minute.The amount of damage you do scales less the more health you do, with like 30k or so health being where it starts to kinda scale, and 40k+ health is where the scaling really goes up. I know a lot of pvpers usually hang around 30-35k health, and the scaling wouldn't affect them more than like 0.5-1% damage reduction per 1000 health. Then with 40k+ health, the damage reduction skyrockets to like 5% damage reduction per per 1k health. All tied to Battle Spirit as well, to not affect PVE. Tanks in PVE usually don't do much damage anyways, as that's how PVE generally works.
It's not a perfect solution, but it could possibly work. Also remove heal stacking in PVP, Zos.
Sorcerer's pretty much been the same for years. Nerf Rush of Agony and Saints&Seducer's