The proposed solutions have pretty much all been attempted in RoR history i think.
Malus where the overpopulated side were getting 1 rp, was a system where you punish the realmloyalists for logging onto their main realm, which from time to time happend to be massively outnumbering. Not healthy.
With local AAO, it could work though.
Scheduled cities took Citycities, the crownjewel of the Campaign, out of the equation. The days of strategic forts, double zone pushes, decoy forts etc. are all gone. Now its a narrow A to B campaign feeling, where City is pretty much excluded as a different evennumbers gamemode in scenario style.
One of the issues with oRvR is that it "feels" without purpose while housing every playstyle.
You want to stack several of the same classes and hide on hills and in keeps, go for it.
You wanna form steal groups and gank soloers, go for it.
You want to creat the biggest player deathball of all time and feel mighty leading it, go for it.
You want to run with just your guild warband and look for other warbands, go for it.
etc.
The rewards from oRvR in the past there were only X amount of goldbags handed out after a zonelock, this system got changed as it was deemed too hardcore and created too big advantage in progression for organized players and pugs couldnt progress.
Then bonus bagrolls were added, warcrest unified etc etc. Now you can progress as fast as you put in effort, but its garenteed atleast.
But when the Campaign got meaningless we now endup with Playstyle vs Playstyle in the maps, mixed with different timezones, different populations and realmimballances all under the same roof.
What I personally think needs to happen, is that oRvR needs to become meaningful again if we are to keep playing a game with the main replayloop being a campaign. Because right now its doesnt feel like a campaign, its pointless which map is open right now. Theres no value in capping a zone and pushing the campaign instead its just little pause breaks for momentum shifts of people logging in and out, with rewards being handed out in the halftime.
Incentives should promote playerbehavior, such as showing up defending from outside of EU primetime for destro.
Just as order pugs should see more incentive to form organized warbands in EU prime and fight the outnumbering organized effort from destro in LOTD and orvr.
Battleobjectives giving an accumulated tick after a fight on them concludes with crest + rp tick for the winning side, could be cool.
Battleobjectives being tied to the keep-siege ramming could be cool to spread the action out during a siege.
Battleobjectives being equal 1:1 and all four BOs needed after a keeplord has fallen, to extend that phase of a zone could promote more roaming and fierce fighting instead of zone forfiet mentality. Yes zones need to conclude but these maps were designed to include all 4 bos in TM for example
Rewards are as easy as they've ever been on RoR. But the game also seem to have stired away from the campaign model while still pretending to be campaign driven. Take scenarios for example majority of players dont play to win them anymore, they use them as action on demand to farm kills. As the rewards for winning with 500points are easily offset from killing and farming players.