PvP is player vs player. Not player vs rocks, nodes, keeps, whatever. Once you change the objective from defeating other players, people naturally pursue that objective instead. This is not rocket science.
Because of the faction imbalance in PvP, the only way to fix it would be to have Empire vs Empire and Republic vs Republic versions of the other zones. Good luck.
It might be reasonable if resolve mitigated CC's at all levels, i.e. a 50% full bar provided either a 50% resist or a 50% reduction in duration.
But the current system is useless except to add an occasional fluke defense against CC.
Lower reward -> less incentive -> fewer people.
A simple equation, so I'm all for rewarding people well just for playing. Plenty of other games have argued that only winning should be rewarding, with the result that the PvP population keeps dropping and dropping as people find better ways to spend their time. That's a bad thing for PvP in general.
On my server there was a well known bot that ran to a specific spot in the warzone and sat. When that was nerfed a second generation (literally the same name with a 2 on the end) appeared that ran around randomly (but nothing else.)
Gear with set bonuses, relics, top level abilities...level 50 players easily out-match lower levels, unless they are completely terrible.
Coming next: level 50 griefing on planets with world PvP.
Make whatever story choices you want, then take Diplomacy and work it for light or dark points. At the end of the day the Dark/Light track is just a counter...you don't need to let it affect the story.