Apologies in advance if it seems like I'm trying to poke holes in your idea, no disrespect intended;
The problem with the kind of warzone balancing you're suggesting doesn't give incentive to PvP like this if you've already put the time in to get the best possible gear. Assuming this goes through and each player gets equalised to everyone else, people who have just started getting PvP gear will be essentially getting a free ride to getting better gear for that warzone; if that happens for every warzone they do, what would be the point of getting better gear if you'll just get free stats in the warzone anyway; and if you did get better gear, why bother doing warzones if all that will happen is that you'll get the better stats stripped out so you're balanced against the less-well equipped players?
The numbers and math for open world PvP could do with a bit of refinement, imo. 1k per kill while outnumbered sounds fine, in theory, but that equates to roughly 35k valor gain for that entire fight for one person, which assumes that there are no reinforcements/deserters involved. Compared to current Ilum rates, thats a pretty significant increase.
As I understand it, you're trying to get people to PvP somewhere other than Ilum, which I'm ok with. There needs to be incentive to want to PvP somewhere else other than a dead ice planet. However since currently there are no other PvP objectives anywhere else, there isn't very much to want to actually fight for. Plus, adding PvP objectives on planets where people have to do story quests will inevitably have people on one side blocking people on the other from doing said quests, even if there is no real valor gain from it.
Ask me again after the hopefully good PvP updates in 1.2. With a new planet on the horizon supposedly dedicated to level 50 PvP, that will provide enough incentive to people to try something new and hopefully updated.