Spoiler:
The stat changes are small; almost negligible. This makes it desirable to try out. But we don't know how it would affect RvR. Remember that one side is more oriented towards melee while the other towards range (in my experience). And these changes, while giving something to every class, would add up to affect the outcome of battles where hundreds of players are involved. And to me, it sounds like these changes would favour melee above all, thanks to stat attribution as well as the autoattack speed.
Let's discuss a simplified RvR example:
We have 600 people participating in an RvR lake, 300 on each side.
Of these numbers, on both sides, 200 are dps.
Of these, Side A has 125 mdps and 75 ranged, while side B has 100 mdps and 100 ranged.
Now, melee classes tend to have more Ini and Toughness than ranged, from base stats as well as sets. Not only that, but RvR ranged classes sometimes aim for glass cannons, having initiative and toughness as low as 200, even lower sometimes; because of stat attribution. And there is only so much you can fix/alter with talismans.
This means that a faction that favours melee, in our case by 25 players, would have a bigger advantage than the one that does range. And while ranged would receive some buffs (the same), the lion's share would go to melee: more speed, faster autoattacks, more HP, smaller crits. In time, if the player base feels that melee is advantaged, it will fall even more in that direction. At best, this means less and less ranged classes; at worst, this means one faction will remain to traditional numbers while the other one will turn heavily towards melee, making the difference even harder to ignore.
Of course range is range, but not all range is equal; AoE ranges tend to be below 100 feet (65-80 feet in general), while melee AoE has the same play style as melee ST; but now would also have increased speed and HP.
I think this would make for a perfect 'maybe changes' event however:
- implement changes for 1-2 weeks
- observe live server
- remove changes
- gather feedback from observations, data and forum.
Yes, it's a hassle, no one wants to work on possible throwaway code. But RoR is a complex game. 8 primary stats, 24 classes, 72 specs, at least 10 max-level sets per class. To call it a balance act would be an understatement. Throwing a few 0.01 changes in there would be like throwing a few grains of sand inside a mechanical watch. Maybe it will be fine; maybe not.
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Personally, I would advocate for fewer stats. Like others have said, TTK is already high enough in the game; and while this means that RvR is okish; it's not the only kind of gameplay. It's not unheard of to be part of small scale and even city fights that take up to 10 minutes before one side begins to lose (here's one 6v6 fight from a previous tournament; it lasted 16 minutes); and we're not talking 10 minutes of Age of Empires or Starcraft here, but 600 seconds in which you have to constantly be present, active and aware each second. It is draining, to put it politely.