.
Certain Balance Changes will need to accompany many/all of these changes, but they're the right changes for PVP overall IMO.
1) Cast-Interruption needs its own Diminishing Returns.
Say, after 3 spells are interrupted, a caster is immune from Cast-Interruption for 3 seconds (with a 15 second internal cooldown or something).
Playing a Caster just isn't fun when stray arrows keep pegging you. Equanimity & Surecast aren't good enough solutions. And yes, I know how to position properly, to kite melee opponents, & to time my interruption-immunity spells--it's still not that easy.
Ultimately, this change would promote game health & joy--a lot more people would hate PVP less if they didn't feel like they could never get a cast off.
2) Non-Tank Melee DPS need their PVP Gear defensive values increased across the board (Slaughter Mode ONLY).
I actually main MNK/NIN for PVP, I know the struggle. I know to play very opportunistically & weave in & out of combat appropriately. But its still a bit too harsh on us, even with full high-end PVP Fending accessories equipped.
If just for Slaughter, this would work wonders.
This too would benefit game health & joy--a lot less people would rage that they can't do anything as a melee (or how they explain they basically just have to sit on the sidelines until they're dead).
3) Certain CC's need even harsher Diminishing Returns.
Looking at you Bind/Sleep. The idea here, and with all of them, is PLAYER FREEDOM. More action, less inaction.
4) the Heliodrome needs to break Sleep.
It currently doesn't which gives BLM comps a huge edge on the Heliodrome.
To reiterate, I'm not 'truly' asking for buffs to any particular role... yes, melee's would need better defenses but that's simply due to having to counter-balance the core, mechanical design change. In the blue disclaimer at the start of this post, I make it clear that re-balancing would be necessary to accompany such changes. This suggestion is merely suggesting ways in which to make PVP more healthy and fun.