While I think this was a great idea to encourage people to actually play battlegrounds in Summerset, I think in the end they're going to have a bad affect on the actual gameplay with its current implementation.
At the moment you only have to queue and get into a battleground then complete it to get the rewards, meaning a lot of people will probably just queue in on each of their characters, regardless of if their character actually even has correct gear or build etc., meaning people who actually want to have competition in bgs are just not going to be against anything difficult, maybe even against nothing at all since people will probably just run around trying to not get the AFK system to kick them, so that they can get the motif at the end of the match.
Another problem with it is that the 'variant' motifs they're putting into the daily rewards are no different to the ones from completing the dragon bones dungeons, no recolours or model changes at all from the looks of the fang lair and fang lair variant motif on the pts except the staff I think, yet they still occupy 2 different slots in the outfit system, which honestly looks messy and seems kind of redundant to make an entire new motif when only the weapon changes?
This also devalues the motifs that come from said dungeons, removing some of the replayability that's added whenever motifs are put into the DLC dungeons, especially if the motif is a garuanteed drop from the battleground daily. Even if it's not garuanteed, but say a 5% chance then it's just another incentive to spam it on every character since the prices will be so high.
A solution would be to only give rewards to the team that wins, having the exact opposite effect by making the game more competitive, or by making the chances of motifs/rare items scale with your teams final placement.
I don't know if I'm being paranoid or something but this seems like it will be a real problem.