Not sure where you're getting this idea. BC pvp, esp season 3, was probably the most balanced and also the most boring pvp ever was. That was a time when resilience reduced your chance to crit by a % and reduced the damage taken from crits by double that %. So if you had 10% reduction in crit chance, you'd have 20% reduction in damage from a crit. It seriously gimped specs that relied on crits to work, it made healers very tanky and it caused arena matches to last 10-20-30 minutes.
Also, mace stun happened.
WotLK pvp was pretty bad simply because of death knights. Early on, ret paladins and arcane mages were extremely OP. Cata pvp was not that bad until the end, where the right blend of pve gear would allow for effectively one-shot-macro'ing to happen regularly. That's where humans racial being OP originated, because human rogues with double DPS trinkets could literally kill just about anyone in a stun rotation.Then, when WotLK came out and suddenly it took 4 people to kill a single healer in world PvP things began to start getting silly. Then Cataclysm came along and everyone started to get ridiculous survivability and the rest is history. Literally one of the only things still 'meta skill' about the game anymore is interrupting and cast juking, and PvPers cling to it like its a holy grail and validates everything about PvP.
Balance would make the game boring. They just need to limit the duration and frequency of CC, as well as the max burst potential of any class. Burst needs to exist for decisive kills, but it should not be sustainable...and some classes like hunters and DKs can sustain heavy burst, which makes them problematic for pvp because healers are then tweaked to compensate for the burst and it makes them too strong when faced with classes that lack that kind of damage potential.When you're designing PvP for a game like WoW, or fuck, any game really, you're never ever going to make it balanced. The thing you have to do is look carefully at your game and account all its limitations and possibilities, then you have to ask yourself "How can I create PvP that makes sense when designed around the game's own confines?"
It's not about 'making it balanced' as much as it is just making it work properly for the game its in.
No thanks, and I have no idea who any of those players are that you mentioned so what makes them "pro". Player feedback should always be taken under advisement and usually ignored because it's generally bad, especially so-called pros. The devs should be competent enough to design the game themselves.