So from a PvP perspective here's a couple issues I have with the PTS changes.
Stamina Sorcerer:
This class is meant to use minor expedition to it's advantage and kite until their ultimate is up, and then quickly take advantage of an opportunity to kill an enemy.
The suggested pts clannfear pet doesn't help at all with this because the pet is too slow/distractable to act as a shield while kiting, and the pet's damage likely won't focus on the opportune target (which is unknown until the kill opportunity arises).
A possible suggestion to improve the pet for stamina playstyle would be to have this pet always follow behind the summoner much more closely so that it can be used to help kiting (don't let it get distracted and leave by aggroing enemies).
Have the pet's special ability then deal a strong and large aoe burst on a 1 second cooldown to give stamina sorcerer an actual burst.
It could even provide a small aoe heal in it's vicinity to add some flavour and synergy (to help proc powersurge).
Magicka Warden:
I understand the nerf to crystallized shield damage return, to avoid the case where an enemy light attack + projectile happening at the same time would proc this damage return twice, creating too much burst potential. I think this is a good change.
However, this nerf should not also be applied to the magicka return. This change would mainly punish outnumbered play because 3 players each landing a projectile on the shield at the same time will only return magicka once instead of 3 times. Honestly this kind of change is the opposite of what the game needs, zos should be supporting ways to deal with outnumbered situations instead of helping to make zergs even stronger. It should also be considered that the magicka return will always be less now because a light attack weaved ability (which literally everyone should be doing) uses up two shields but only returns magicka once. So even fighting one player, the magicka return of this ability has been functionally nerfed by 33%, and this nerf increases with the more players you're fighting.
And as a side note, the new synergy with warden's permafrost/arctic frost/wall of elements combo doesn't really seem like a problem to me because CC break + dodge-roll or CC break + snare-removal will get you out of it which is basically the same as a DK's fossilize already forces players to do.