To Zenimax, Wrobel, Wheeler, and whoever else is somewhat related to this mess.
I'm not going to blame any guilds or players for the horrible performance on your servers. It's really difficult to point fingers at any player who exploits game mechanics that were put there by someone else. All I hear in zone is "ambush spam," "EP zerg," "DC never zergs but AD has a zerg," but none of those players are doing anything inherently wrong. Zergs may lag the server, but it's your server and your mechanics that are causing the lag. It's your quick solutions and "1 button fix-all" mentality that has driven PvP into a 6 fps, 500+ ping nightmare. And if you're unlucky enough to log onto a different PvP server, hope you enjoy the horse simulator and capping resources by yourself until you get mini zerged by the other 20 people on the server with nothing better to do. Seriously, we can 2 man outposts on other servers and literally receive 0 resistance, because everyone else is involved in the zergfest on Azura's Star. You're probably hearing this from every angle, so I'm actually going to give you some ideas rather than blow more steam.
1. AoE Caps: the sooner you guarantee removal, the sooner lots of people will be happy.
2. Imperial City: remove all spawn points in the districts and add more risk vs. reward. Some players don't even care about tel var stones, mostly because they can buy the PvP sets from other players. There also need to be more PvP objectives, otherwise it will remain as a failed PvE update. Plus, the spawn points are a joke that only encourage endless skirmishes. Your primary goal should be to evaluate which mechanics encourage longer fights, whether in Cyrodiil or Imperial City. Doing so will highlight many problems with server performance.
On a side note, Imperial City would also be a great place for instanced PvP, where you have 2 teams of 12 work against each other to capture a district without NPC's. Just one little element of pure PvP will significantly enhance this game. If arenas are in the distant future (which many people are constantly praying for), this might just tide some players over who are on the verge of quitting.
3. Do not add capturable objectives in the questing towns: Any capturable element added to the semi-open PvP gamescape in this current meta will get zerged. If you evaluate the success of Imperial City, it drew every PvP player away from Cyrodiil for a solid week. The same will happen to any new objective. Everyone is tired of sieging, capturing keeps, repairing walls, etc. If you introduce something new before the current system is even fixed, you'll wind up with a bigger mess than you could ever hope to rectify. I'm actually surprised there isn't a single instanced PvP mechanic in this game, as that would've been your saving grace ever since the servers began performing horribly.
To sum up, this is not PvP. This is a cupcake of PvE with a tiny drop of PvP frosting the size of a thumb tack. Make this game rely on skill. Make it challenging. Make it stable. You have the groundwork for a great game with plenty of options in front of you.
That's really all I've got for now, please make this game as good as it used to be before I find something else to fill my time.