seconded.
My sole issue is with the inclusion of mobs in openworld pvp zones. This is difficult to do without causing major issues.
If you put in a boss mob that only 6 people can take down, and then it drops commendations... well... have you seen the state of ilum today? There would be people farming the heck out of commendations in groups of 50.
PvE mobs in a PvP zone would have to be done similar to the way WoW handled Alterac valley. Something that requires a full raid group (or WZ group if you will) to take down, and even then, you're not always guaranteed that the group won't wipe. To further complicate this issue, there was a pretty drastic difference in the cap number of players allowed as AV was a wz, and was instanced.
Warhammer's zones weren't a bad idea, but they failed from one major flaw, namely Win Trading. Serious work has to be done to ensure that once your faction captures an enemy base, you DON'T EVER want to relinquish hold of it. People will have to want to fight tooth and nail to keep it, otherwise they'll say : "meh, i don't care, let the other side win it, so that we can win it back)
A serious dissection of what made open world so wildly popular in Age of Camelot may help a ton here. (Although I've never played that game, I've heard it was nothing short of incredible... )