At the moment the game gives us lot of fun, but sometimes I (and my teammates) felt frustrated by some stuff, for example too much zerg (and with zerg i dont mean too many people around but a disoranized mass of characters that moves like a wave), or no reason to fight for lock an area or an entire tier or all tiers for your faction, or the fact that when you win in an area and your opponents have "AAO" you get a roll bonus lower than the opposing side.
I remeber that in Retail, playing with a Guild, either in a small group or in a warband, was mandatory. Now i see that many people don't need it, is useless, for example, there is a player who generally lead pugs warbands in my faction, that is not part of any guild (Ocara), I never asked him, but I think it's because he does not need it. I think this may be a reason to start thinking about changing the rewards system for playing in a guild, for example a bonus % of RP for a warband or a 6 man party composed of members of the same guild otherwise a malus for the opposite situation. This will improve guild playing, that means organization, that mean better fights and more structured siege and zone control.
Another point is the one reguarding "lock and rewards". I think that actual way to assign bags is good for all, but can be improved, for example if a faction locks all t4 Empire vs Chaos or one the others two, all the players who contributed to the lock of all the zones belonging to that tier will recieve an extra bag, same for locking the entire t4, this can help you find ways to introduce new armor sets. This thing can help both faction, the weak one recieves bonus rolls when a zone locks, the winner one, if keep pushing all tiers and all zones, in the end will recieve a great reward (waiting for Altdorf and Inevitable City

That's all for now, I think I wrote enough. I hope that someone will read what I wrote with the same seriousness and dedication that has served to me to make these proposals.
My best regards,
SwiSh
IGN: Slanah