There's been a lot of demand for Arenas and/or Battle Grounds lately but I'd like to offer an alternative (even though I favor an Arena, Oblivion style).
The problem with Cyrodiil currently is that small scale PvP can be hard to come by. You have to make a concerted effort to seek it out and even then, things are very hit and miss. My group regularly camps transit lines, runs daily quests to look for fights, and attacks resources deep behind enemy lines. So I'm well aware of "how" to find smaller fights.
Still, Cyrodiil is dominated by zerg vs zerg. When we camp transit lines, there's rarely a good group moving together for us to fight in the open field. We usually just end up picking off solo players running back to join their zerg and they don't offer much challenge (thus not as much fun.)
Similarly, camping towns means you'll wait a long time to find anyone. When you do, there's no guarantee that they won't be underleveled or out numbered (making them an easy kill.)
Finally, taking resources or keeps behind the lines rarely provides small scale fights because either no one comes to defend (in which case we end up fighting NPCs and/or walls) or the entire zerg comes (in which case we're back to square one.)
The result is that fun small scale fights are rare.
To fix that issue, I suggest adding more minor objectives throughout the map in Cyrodil. Brian Wheeler recently talked about caravans in an interview, but said they didn't work out.
So how about spawn points out in the map? I'm not talking about forward camps here, but permanent spawn points that could be captured and used by any Alliance.
Currently, there are a few large gaps in the map that have no real purpose except to add travel time. There's not much to do quest-wise and there's nothing going on there in PvP.
The areas I'm talking about are to either side of each of the "linchpin" keeps for the three Alliances, which is the 3rd keep out from the home gates.
Here's a map of where you could place them:
These spawn points would basically be unguarded or lightly guarded towers (to encourage players to guard them on their own) where the Alliance could spawn but not port to (basically the reverse of outposts.)
They'd have obvious tactical benefits since you could:
1. Spawn there to cut off scroll runs
2. Spawn there to defend multiple keeps (since they are in the middle of several)
I think think this would help encourage people to break off from the constant zerging and help those of us looking for small scale fights find them easier.