Ok, it has come to a point where all matches are decided by the best healer.
Not babysitting/supportive TANKS, nor best DPS, but HEALERS!
If the healer do a very poor job, the team loses. If the healer goes "God mode" the team wins.
Cast interruptions seems non-existent, the only way to interrupt casting is by either locking them behind a wall or stuns (which builds up a resistance/immunity that... should't), and there's only one real strategy on PvP right now: the Focus (everyone targets usually the less geared/statue DPS, untill the team scores the kill.
The only mechanics that actually counter Healers as a whole are the Heavy Medal and Culling Time.
My suggestions are:
1. Remove iLv restrictions and sync the stats by role (STR DPS, DEX DPS, Tanks and Healers). This way it would help early 60s to get into PvP without the need to go after higher level gear, since minimum iLv players already get bullied for it.
2. Decrease damage mitigation, either by role or a fixed % for everyone. (Tanks 50%, DPS 25%, Healers 25%)
3. Decrease healing potency by 25%.
4. Add hazards to the arena.
5. More pick-ups options, such as Haste, Healing, Elemental Damage (see note 6), etc.
6. Elemental Affinity:
The "scrapped" system could get some work and make good use to boost strategies into the PvP scenario, lets say that everyone starts with 0 Elemental Resistance and values go up to +100 or -100, you pick up a stacking/permanent Fire Elemental Damage buff from the boxes, You'll get +25% bonus Fire damage and resistance for all your Weaponskills/Spells, while decreasing your Water resistance by 25%.
"FFXI Element Chart"
Initial Elements could be assigned randomly between teams or by pick ups.
Mix these with Elemental Hazards and matches can become a lot more interesting!
These changes could help to bring the PvP into a more competitive state, while maintaining the fun for everyone.
PS.: I don't hate healers. <3