Thank you for the dev diary.
Questions/ideas/grumblings;
-Will there be any balancing efforts towards making sure that all classes might have a good reason to join certain group compositions, meaning they would be a solid choice for a 6man, or a solid choice even for a WB? Because as it is, there definitely are classes that are very much undesired in WB scale. (for example, WH/WE, Blackguard)
-Shaman/AM overperformance in smallscale; now I don't hate those classes, in fact I got both shaman and AM at 40/40, but oh boi they sure heal well in smallscale. Some would say they heal too much, some would think "it's just fine", but I certainly hope you take a look at their current performances and somehow adjust them to be more in line with the rest of the healers.
-internal balancing between mdps classes; we know which are the best, and we can most likely agree which of them draw the short stick, any hope of minor adjustments in the future, or would it rely on players who play potent classes being willing to create threads where they voluntarily ask for small nerfs to their favoured classes?
-Overlord/Imperator gear procs; now lately more and more people seem to have farmed (no, you dont stumble upon 500 t4 seals nor accidentally find 300 t3 seals, you grind them) these 2 piece sets; and they sure look awesome. Heck, I keep farming them for the appearance alone, but what I have noticed is that the 2pc bonus is "good" for certain classes, whilst for others it might remain a "mystery" choice as why you would such a bonus. Maybe some minor tweaks to them, to make equipping them in T4 RvR into a solid choice, not just for few lucky classes that currently enjoy "good" 2pc bonus procs. -
Opinionative, cant cover every build, niche or playstyle - Torque
-WB crashing, is there any way to convey to the actual "noobs" that they should not fly to capital city when in a pug WB?

Like a message when you open game, "If you play in open WB, avoid flying between zones as it might crash the game to fellow WB players".
-Keep Lord fights; in t3, the lord might die in 3-10 seconds. In T4, it might take 5-10 mins of tanking&spanking in an empty keep whilst enemy goes BO hunting and your own realm for some reason lacks them deeps. If just possible, adjust the Keep Lord some way, maybe that if enemies are present at Keep region, the Lord will endure longer, but if the Lord stands alone and no one is there to save it, the Lord will just give up faster. (giving incentive for defending side to rally back and prolong the fight, and giving incentive for attackers to secure and clear the whole area of defenders)
-opting out of RvR loot bags, or enabling master looting; I don't know if the code allows it yet, but gathering your 2nd Conq set is not fun when people in your guild have actual need for their first 1st.
Thanks for your continued efforts to make the game better, I'm not trying to whine here, I'm just writing down some ideas.
The game is pretty gud as it is, and it certainly looks like the future looks awesome.