This alone shows that Blizzard is simply lying through their teeth about the change the same way they did for a long time. Fact is that the cap introduced was needed because even normal raid pieces with upgrades/thunderforged would've outperformed PvP gear in quite a few slots, even now we see this problem arise with the PvE trinkets.Fully geared Conquest gear gives you about 60% PvP Power, which translates to 60% more damage. Wearing such gear, you will have a significant advantage over the LFR-geared player, have a moderate advantage over the normal-geared player, and should be pretty competitive with a Heroic raid–geared player—they may have more survivability, but you might do more damage. Statistically, Heroic-geared raiders are a very small percentage of WoW players, so you’re unlikely to even encounter them out in the world. If you do, the outcome will likely come down not to small gear disparities, but who is more skilled at PvP, who got the jump on whom, and which side outnumbers the other.
Heroic raid gear isn't as rare as they make it out to be, people are already doing a few HCs on my server in "pugs" such as Horridon/the first boss.
So how exactly does PvE gear go from grossly outperforming PvP gear in an PvP environment to being slightly worse or about equal when they remove resilience from PvP gear, nerf it's ilevel from 512 (elite) to 496 max and give PvE geared players another 25% resilience for free? I mean not a single one of these changes was in favor of PvP gear?