I posed this on the official forums and ill copy it here.
Ok to start everyone knows the classic fight between PVP and PVE, balance one hurt the other. its a back and forth that has been going for 9 years ever sense they added BG's. so lets end this and solve a few PVP side internal issues at the same time.
1) All players at level cap get 75% resil.
2) Players had a 40% resil hard cap. this means that no mater how much pvp power a player has they will always deal 40% less damage to players
3) PVP power beyond 35% damage grants bonus to crit/haste/mastery Vs. players based on class and spec.
4) Resilience reduces healing delt to all targets ( self included ). pvp power healing would follow the same rule as damage, 40% hard cap.
Now I understand that they are trying to balance the game so that resil is not needed; however if they use these changes combined with what they have planed the game as a whole can be sync'ed much better.
having a hard cap of 40% resil allows dev's to tune gear and PVE mob around the concept that players will always deal 60% of the damage they to to mob to each other. having that in hand and enforcing the 40% hard cap across all seasons will not only control 1 shots in PVP but will also help to reduce the back and forth between PVE buffs and PVP nerfs.
Second making resilience reduce healing will help control the god mode healers. they will need pvp power to get 60% effectiveness but will always be atleast 40% below their PVE mark.
all said and done WoD would be a good time to do this. with the squish they have a chance to once and for all find a happy balance between PVP and PVE players. a balance both can be happy with and do it at a time when player are basically relearning the game to the shock of a new system will be easy to adjust to.