Every planet should have a neutral objective military base to control. Even in SWG, planets had bases that gave perks for being controlled on an hourly time table. Controlled bases could offer optional PvP-PvE based daily quests that bring you deep into enemy territory, flagged for battle. These would be Heroic level quests and can only be completed and turned in if the correct faction controls the base.
Allow Warzone ques to be selective so that you can face the opposite faction instead of playing Huttball 24/7. Improve "Cutting the Cord" by allowing kills in faction vs faction qued warzones to count. Give perks to battle the enemy beside commendations. Maybe killed players can drop stims or heal packs on a random basis? As far as the opposite faction not queing or being outnumbered, maybe Bioware could start advertising what servers need what base of player more and allow server transfers (I picked the wrong server and would like more PvP) and the like to improve the population for everyone.
Add more RvR style objectives and improve Ilum for long term PvP. I am tired of going there for PvC - Players verse Crates. Ilum looks great, but needs work. Add enemy NPC's to the area, random spawns, troop drops, etc. Fight and earn your rewards, not drive around on your speeder for 2 hours waiting for a crate to appear.
Improve the structure of the bases on Ilum to be more fort-like for siege warfare. Don't allow the base to be so open for simple farming. Make combatants earn their assault Valor and give bonuses and perks for defenders. A galaxy alert should span across the global chat to alert players and create action. "This is Darth Malgus, the Imperial base on Ilum is under siege. Defend this base for the Empire". Fluff and perks = action! Allow defenders to buy defense items to help defend - Turrets, droids, etc. If you build it, they will come. A good offense is a great defense, and this will encourage servers that are heavier on one side then the other.
Create a massive level 50 Flashpoint where both factions start the PvE based quest but within the PvE quest there are areas where Rebels and Imperial would cross paths. Ancient Port Warehouse was a huge raid dungeon in Vanguard where guilds fought over PvE content and bosses due to heavy PvP interactions. A lot of PvE players enjoy PvP more when there is a connection to content. This helps close the gap between the two game styles.
As far as classes go for PvP. I would say that we need diminishing returns on CC with more of a focus on combat with an improvement on rolls. Warfare shouldn't be based on expertise gear levels, but on the level of skill per player. I also object to allowing Rebel and Imperial players under the same account to be on the same server.
Just some ideas.
This game has great potential and I hope Bioware proves all the haters wrong. No MMO is 100% perfect, if it was, we would all be playing that one. We just need to hope for the best and hope that Bioware listens to our feedback and input.
/salute