As the title says - I am really glad devs came to their senses and added HP recov to battle spirit.
HP recov was affected by defile so was considered a form of healing, so now it's consistent on all levels.
It was also a source of free healing, which was very rewarding for the user since it let them make a lot more mistakes.
But anyone who has a longer short term memory span than a goldfish can remember that Troll King monster set and Alessian Order heavy pvp set were nerfed because they were over performing in pvp. Now that Health recovery is nerfed as such, it would only make sense to consider changing health recovery sets so you wouldn't have to choose between: useless, utterly useless, or decon.
Anyway, I think that making changes to battle spirit is the way to go for balancing sets PVP-PVE wise.
Other MMORPG games have this tooltip mechanic: "Does X damage (Y damage in pvp)" - separate pvp tooltip in brackets. This would further enhance the ability to make more accurate changes to balance.
Because how I see it now: it is a chopping block and a nerfhammer: Let's Increase Major recovery buffs from 20 to 40%! Sh**, it's OP, let's chop it to 30%! Okay, here's a ring that allows you to be a 40k HP tank and a shiny staff that lets you have free damage on a free skill! Oh noes, it does not make any sense, sowwy... Troll king OP, let's nerf it by half! Okay, now let's do the HP recovery by half, HERE WE FINE-TUNED PVP FOR YOU. Well, don't you see a problem here?
Adding a new concept of, for example "Skirmish Spirit" in Battlegrounds, would enable to fine tune sets and abilities for bgs too, it might also enable a version of CP battlegrounds with a different set of rules (like further reduced healing, maybe an HP cap or even ban of using particular abilities such as hard defensive ults).