Before I go on, I would just like to say that these opinions are formulated from PvPing on a near max PvP geared Warrior during these couple days and getting comfortable with the class. I am aware that what the PvP as of current is like is not exactly what it will be like at level 90, but it is indicitive of what one should expectm since all classes will be scaling exponentially (Class A wont magically get better than class B for no reason. To the contrary, Warriors are very gear dependant and are most likely going to be worse than currently due to their unique scaling).
I digress, I have not seen anything redeemable about the Warrior class in PvP as of current. The Warrior I am playing on has a total damage reduction from Resilience of 65.17% and 24.04% damage increase from PvP Power. The Warrior is in full Cataclysmic with the exception of one of its trinkets and its sword is the lower-quality Cataclysmic one.
Mobility feels like it hasn't changed, the amount of control that a Warrior can utilize feels almost non existent, self healing is low, and so is damage.
Mobility;
Although there was a slight buff to Heroic Leap, I feel that Warriors are still in the cold when it comes to mobility as a whole. In the first teir, which has the greatest effect on Warrior mobility, the only two talents which are of any use are Juggernaut and Double Time, as the stun from Warbringer is not actually that useful in most situations (especially seeing as Charge already has a small 1.5 sec stun). Now you are left with either a 12 second charge or being able to charge twice in a row, both incurring seperate 20 sec CD. Both have their uses, but I feel that out of the two the latter, Double Time, was far superior as it opens new vistas in regards to keeping on a target. I shall be the first to say that it doesn't really help unless you are facing a target without a root or slow (Warrior slows covered in the next part). Warriors have no way to counter slows or roots other than using a Trinket, or Bladestorm if you decided to keep that. In short it really feels like nothing has changed in terms of mobility since for every gap closer that Warriors have gotten, another gap opener has been put into the game, and roots just negate Warrior mobility completely.
Control;
Currently Warriors can potentially have up to 4 control abilities (including slows and stuns). Which are Hamstring, Piercing Howl, Shockwave, and Intimidating Shout. I feel we can all agree that the buff to Intimidating Shout is a nice one (1 min CD down from 5 min), but other than that our control is nearly non-existent. Hamstring, for one, is a melee ability which slows the target for 8 seconds (although the tooltip says 15) for 50% of their movement speed and also incurring a GCD. Sure, in theory, it is a great slow. But in practice it feels very underpowered. Every other melee class has their slow built into some form of DPS mechanic, even cuasing a slight amount of damage or having a special utility (Ex: Ret Judgement = Damage/HoPow). There is also the problem of keeping in melee range, which can be affected by latency or frames depending on your computer. In reality, the ability should be off the GCD and not cost rage, as it is already the least useful slow. But wait, Piercing Howl is there to save the day, right? True, Piercing Howl is a great slow, especially seeing as it is an AoE slow for 15 yards from the Warrior. Is it useful? Sure, it is a great slow as far as what Warriors have. Nothing bad can really be said about it other than the slight rage cost that it has isn't really needed but, hey, you cannot have everything. Other than that, there is Shockwave which, for all intents and purposes, is really nice with the exception of it not being a user-friendly ability for those with higher latencies. TL;DR, Warrior control hasn't really improved whereas everyone elses has exponentially.
Self Healing;
Warrior healing is at an all time low. With the only talent choices being Enraged Regeneration (1 min CD, 60 Rage cost, must be Enraged, +20% health [+10% instant, +10% over 5 sec]), Impending Victory (30 sec CD, +10% health on attack, Resets on kill [+20% on next use]), and Second Wind (+3% health/sec if below 35% health). Starting with Enraged Regeneration, I will be cruel and say this is a terrible self-heal. It costs the majority of your Rage to use, and you must be Enraged (which might require you to pop Berserker Rage in a tight spot which is better saved as an offensive ability or anti-incapacitate), it is not worth the bang for its buck. Moving onto Impending Victory, it feels like it gimps you more than anything else. It is, if anything, a btter version of Victory Rush, but it really doesn't expand the niche that Voctroy Rush has by much. The ability is also restrictive in the regard that you must be in melee range to use it, which really can screw you if you are vs. a ranged target and are in need of a quick heal before you die (Defensive CD covered in next section). Second Wind, being the last choice and apparently the most OP seeing as people keep complaining about it, really isn't as good as people seem to think it is. In theory it heals for about 4.5k per tick usually or about 5.5k if you pop Rallying Cry. Realistically, however, it will probably only be healing for about 2k - 3k as everyone and their mother has an MS or Healing Reduction effect of some sort, which makes the ability inneffective unless paired with Defensive CD. TL;DR, Warrior self healing leaves a lot to be desired, especially when compared to Cataclysm self healing.
Defensive CD;
As per usual, Warriors have a unique array of defensive CD. Currently boasting 2 spell reflects (Spell Reflect, Mass Spell Reflect), a damage reduction CD (Shield Wall), a health increasing CD (Rallying Cry), and a CD to defend against melee (Die by Sword). As per usual, nothing bad can actually be said about Warrior defensive CD. Maybe a small reduction in the CD of Rallying Cry is all that one could ask for in regards to defensive CD, but other than that the CD on the other abilties are more than fair. TL;DR, Warrior Defensive CD are, as per usual, good.
Damage;
This has to be the saddest thing about Warriors at the moment, their damage output, especially in comparison to other classes burst. Generally Warriors are not hitting hard, unless on lower resilience targets. The damage on moderately geared targets will generally range from 5k - 10k non-crit, to about 11k - 15k crits, with the higher end crits generally coming from Heroic Strike with Taste For Blood procs, Mortal Strike crits, or Shockwave crits. Execute, funny enough, will generally do a ridiculous amount of damage non crit (my lowest hit with the ability being about 30k or so), but that's about the only strong damage ability that a Warrior has (Besides Dragon's Roar which will become almost useless in PvP with the coming nerf). Deep Wounds, also, doesn't seem to be doing the damage it should be, since it is supposed to be both Rend + old Deep Wounds damage, but it could just be a scaling problem from 85 - 90.
TL;DR, In summary, I don't see any redeemable qualities about Warriors in their current iteration. I am well aware that QQers are going to flame this, but I feel that the other classes self healing and damage are going to end up having Warriors left in the dust for another expansion.