Look, I know what you are talking about. I don't think your numbers are correct, because they scale gear up in all PVP scenarios and so you can't go below a certain (pretty high) level, but fine, whatever, again, I understand where you are coming from.
Right now, there are two stages of each PVP season for everyone: the warmup stage where you get gear, and the regular stage where you already got all gear there is to get. In the warmup stage there are gear differences. In the regular stage there aren't, in that noone can have better gear than you do.
You are talking about the warmup stage. Yes, it is an important stage. Yes, many people who PVP casually never leave it and never manage to obtain full gear. That's why they have been adding various things to help it - (a) scaling all gear up to a certain ilvl in PVP scenarios, (b) adding conquest catch-up, etc.
Yes, they can do more, and if you want them to do more (I certainly have no issues with that), let's ask them to do more - ie, let them have that system where the ilvl differences get scaled down and decrease the difference between a non-geared player and a geared player even further. When they are discussing what that difference is now, they are citing high numbers like 50%, but that's misleading, because it's only like that in non-PVP scenarios. The moment you account for scaling up to the minimum ilvl and limiting down to the maximum ilvl - which is what happens in PVP - the difference shrinks to maybe 10-12%, and that's me erring on the high side. But fine, let's have their system with gear templates and the scaling of the ilvl difference make that difference even smaller, let's have it be 2%. Heck, let's have it be 0%, I am all for it - it is Blizzard who would object.
So, if there's a problem in the warmup stage, sure, let's solve it, we are all for it. But what do they do instead? They throw away the regular stage when you are maxed, and they turn everything into the warmup stage. They make it nearly impossible to be maxed even for top 1s who play all day long, and impossible to get anywhere near maxed to all others. You wanted less grind? Hah, welcome to permanent grind. They also remove the ilvl caps. Hi, gear from raids dominating PVP, we missed you (not). And if you think that the ilvl scaling will save it, because you have some number like 5% max difference from no gear to max gear in mind, then I kind of doubt it, because, (a) I don't know where you get that 5% number from, they only talked numbers in tweets as illustrations, it's much larger than 5% on the current alpha and even if they scale it down, we'll have things like the second raid tier and mythic warforged and whatnot expanding it, and (b) it's not that far from 5% now (and as I say, if it is too high now, let's reduce it, by all means, they have all the tools already implemented and had them since MoP, we are talking about changing two-three numbers, that's it).
So, yes, with Cata / MoP / WoD, you had to get through the gearing stage first. But after you got through it, you are all set. You are maxed. No gear disadvantage. And as you were getting through the gearing stage, the gear disadvantage was becoming smaller. Because there was a limit and each piece of conquest was getting your closer and closer to that limit. (In practice, once you had a 4-piece set + weapons + trinkets = 8 pieces out of 16, you felt like you can start breathing, the rest of the gearing was feeling pretty good.)
With Legion, it is constant gear disadvantage. You can never get maxed. Worse, as you get geared, you *don't* get closer to being maxed, because those higher than you who spend *the same effort as you* (= play the same number of games, have the same winrate) get better rewards, the distance between you might actually increase instead of decreasing.
It becomes much worse.
Also, we had it already. It didn't work. It is a huge step back.
PS: You might wonder why they do it like that in the first place, when - if they are worried about gear differences in PVP - they might simply use the existing scaling tools and just tune the numbers closer. They do it because they want you to grind constantly and they want to simplify things. Their logic is: in PVE as you progress further, you get better gear, so let's do the same in PVP. The problem is, they forgot that this works in PVE solely because you fight a fixed set of bosses. In PVP, the bosses you fight gear up same as yourself, and so it doesn't work. If every time Method wiped on a boss, the boss got a small boost (because his rating got higher and that translated to his ilvl or whatever), they'd likely have never defeated it. Seriously, I don't know, maybe it's that they have some new guys who come all cocky and think they are going to change all PVP from the ground up to the better with nobody to tell them why PVP painfully came to use the gearing model it uses now, etc. It definitely looks like it. And they will see that they are making things much worse, not better, absolutely, they will hear this from the forums aplenty. It just might take another expansion of PVP being even more broken than before for that to happen. We are looking at a trainwreck. :-/