When writing the stuff in, try to be objective; and I hope to God, developers/designers actually read these threads.
Problems with PVP as I see it today:
1) High Level players can pick on low level players, there are no penalties for that
2) There are no insentives to PVP other then to proove your PVP-Worth

3) The only reasonable contest is between two characters of the same level, affliction is simmilar to additing another 20 levels to primary casting skill
4) Amount of grind that needs to go into before reasonable PVP could commence - is enourmous.
5) There are major issues realted to self: healing/stamina/sap
Here is a solution, or a part thereof:
1) Remove the self heal/stamina/sap 'button' and bring back 'self heal/sap/stamina' spell. Bind the spell to the highest skill within particular tree instead of making it its own tree (no more yubo abuse)
That would mean, 250 in fighting will result in 250 mage-like casting ability for self stamina replenish spell (when it comes to interruptions and ability to cast with a weapon for self-stamina only).
This will result in a prolonged fight where heals, interruptions and amount of damage actually matters
2) Death Penalty and Experience
a)being killed in PVP will result in DP if not resurrected
b) Implement experience from PVP where a winner gains experience only when a victim gets DP, use the same multipliers as ones DP.
That is, if Im a level 200 mage, that gets 300000 DP (without going into the real formula) that got killed by a level 200 fighter (would also get 300000 DP on his own death). I have given that fighter 300000 of my death penalty points (that I will have to work for when the time comes). The amount of XP fighter gains is proportionate to his level (i.e. in this case 300000 would give him 3000 XP).
If Im a mage level 100 that got killed by level 200 fighter I have given the fighter 80000 Death Penalty points, hence the amount of XP gained by the fighter is similar to killing level 100 mob (i.e. 29xp?)
All this would take is to reverse death penalty points formula and make sure that when one looses it, the other one gains.
To prevent abuse of this maximum death penalty needs to remove.
An alternate way to implement it is to treat an opposing character as a mob of (maximum level used within the fight)
This would make it less interesting for high level characters to gang low levels and make it more desirable for low levels to fight higher levels.
3) Buff / DeBuff Power is Affliction based
4) Steal stamina/sap for mages/fighters
5) Special moves/spells to interrupt will result in fighter tripping over his sword and failing on a swing. Will result in a mage failing on cast
For #3 and #4 and #5This would bring in interesting combinations, where fight would be based not only on direct damage dealt but also on strategy of dealing with damage dealt to you (which is not possible right now in 1 vs. 1)
6) Make focus useful in PVP make concentration for mages and accurate attack for fighters use focus (!) - harvesting & crafting becomes more useful now
This is rather controversial; although one can argue, that if i can focus during crafting process or harvesting; conceptual skill can be applied elsewhere.
I have dipped myself in A1 stake sauce getting ready to be flamed.
This post in no way should instigate mages vs. fighters vs. harvesters vs. mats I have realized how PVP deficiencies are driving me to look at other games (i.e. guild wars); Id hate to switch though, I figured Ill give it a shot and attempt to save something I can see the game failing in.