Mobility:
Some classes have too much, some not enough. I get the idea that there needs to be a cat-and-mouse type of deal between ranged and melee, but let's compare a warrior's mobility to something like a ret paladin, monk, or feral. Fair deal? No, I think we can agree that in terms of mobility ret paladins are in the crapper while warriors are arguably at the top of the heap. Somewhere in the middle you have my class, enhance shaman, which has bad mobility but not the worst. As far as melee go I think ret paladins got the shortest end of the stick.
Damage:
Believe it or not, potential single target damage is consistent among all classes. The differences lie in the ability to deliver said damage in a pvp setting, where frequent movement, CC and avoidance are necessary elements in addition to simply applying your attacks. Melee and non-casters have a big advantage right now. If you have to stand and cast, you are going to get mad...very mad...if you draw the attention of any melee.
CCs:
It's really time to take a hard look at the excessive "loss of control" CC in the game. The DR for CC within instanced pvp should be based upon the team sizes, which means that larger team sizes result in more aggressive DR. This allows them to preserve "balance" for 3v3 while addressing the issue of mindless CC spam in battlegrounds.
Healing:
In most situations it feels like healing is fairly tuned. It's not too good, it's not weak. MW monks are a problem in pvp, and rdruids are still a bit too good since they can heal effectively without casting...aside from that, can't really complain.