I've only just recently (the last month or so) gotten into the PvP aspects of Cyrodiil but there are a few things that are bothering me which I feel could benefit from some changes. Below is my wishlist.
1. Reset keeps and outposts to "Campaign default" when a campaign concludes.
Resetting the map gives everyone a fair shake to rally the troops and take up the fight once again. My DC character is currently set to home on Chillrend, DC owns the map almost entirely until a plucky band of AD or EP decide to retake some keeps, as soon as action begins DC swoop in and destroy the attackers and the campaign returns to silence. Resetting the map would give everyone a fair and even start, I also feel it will stop other factions that don't have pop advantage from giving up and going elsewhere.
2. Restrict Keep and Outpost taking only to those keeps and outposts that are currently connected to your faction's transitus network. This could lead to more dramatic and varied fights by factions being forced to take keeps a, b, and c in order to attack and take keep d. This sometimes happens, but I recently played on Thornblade and DC had no keeps except for one on the otherside of the map which could not be reinforced without blood porting, and didn't make sense other than those players wanting to farm a lucrative battle. For those players not part of a competitive PvP guild or with a large number of allies, this makes getting into the fight difficult and that ruins the enjoyment particularly for lower leveled players who aren't even able to reach their destination before getting caught by a gank squad and then they have to start the process all over again.
3. More locations that can be captured.
This one comes largely from being in a guild with a small PvP population, unless we fall in with a zerg or other large groups there is very little for us to do outside of follow and pick up the scraps from larger groups. Small fortifications could be located on the many bridges in Cyrodiil and at other locations around the map which could provide simple benefits like having more locations to respawn, and denying the enemy ease of access through an area. These bridges could be extremely useful when the enemy is making a mad dash with a scroll and would become highly contested areas. Having these smaller locations for small groups to capture provide a means for small groups to contribute beyond what is currently offered.
4. Remove campaign buffs
This one may be highly contentious but with all the problems these buffs create either by population imbalance, choosing the "easy" faction campaign or other such behaviors. If the buffs weren't part of the equation, part of the problem would be solved. I wouldn't be against some sort of reward for a faction when it caps and then wins a campaign, but I don't think it should be a persistent buff.
5. "zerg scaling"
When large numbers of players group in one area, it should lessen the overall damage abilities do. This is to reduce the usefulness of the Impulse zerg or any other enmass spamming of abilities. It's not fun for those on the receiving end and it lessens the importance of strategic planning and careful attack. This reduction should be set only to encourage these players to spread out more evenly not fight in another location altogether. This should also reduce some of the server strain as well making a more enjoyable experience for everyone.
I understand that most of these ideas will upset people, but they are the best ways I could personally think to alleviate some the problems I have seen plaguing PvP. I would love to have input and suggestions and maybe we can provide some ideas for ZOS.
"It is a time of strife and unrest. Armies of revenants and dark spirits manifest in every corner of Tamriel. Winters grow colder and crops fail. Mystics are plagued by nightmares and portents of doom."