No point in mentioning performance really...I guess what I'd like to for PvP is for PvP (killing other players) to be relevant and reflected in awards, scoring, achievements, cosmetics, etc.
Look at Cyrodiil. This is an environment focused on holding land, as far as scoring in concerned. The currency received for playing in this zone pays highest for capturing land and defending keeps/outposts. Scoring isn't influenced by PvP in the PvP zone. Emperor has nothing to do with PvP. There are no titles or tracking for PvP. Most kills, most healing..things like that. It's just shallow. There's emperor, and there's overall campaign score, and that score has nothing to do with player performance in PvP.
Onto battlegrounds. In 80% of the game modes for BGs, it actually makes more sense to be a tank than a damage dealer, and there's virtually no incentive to be a healer, unless it's a tank/healer. There is no static stat tracking having to with PvP. No long term reward for being in the top 5% (example) of Kills/Deaths over something like a week of battlegrounds. No reward for holding or even competing for most heals, or any other metric.
PvP is just under-valued, under-rewarded and under-recognized in PvP-centric activities.
We need good performance and lag free battles in pvp. That's all
Turn collision on
Cool down timer for AP on enemies killed and figure out how to do the same for random outposts. So tired of people killing friends to get on the leaderboard