equalize all purple gear across all tiers when dealing with pvp. Very easy to implement: Gear will have two sets of stats. One that is taken in to account in pve, and ignored in pvp. One that is taken in to account in pvp, and ignored in pve(this one would be the same on all purple gear, so the differences between pve t1/pvp t1 and pve t4/pvp t3 is simply cosmetic). Only people that are going to complain about this are pve players that think their gear should equate win in pvp... That attitude is piss poor, and terrible for pvp... Power creep is fine in pve, not pvp.
Aa: The bigger issue, but harder to fix. I'd say have something similar to the first idea, with some modification. In pvp, have all the base aa(first tier) auto applied when fighting a player. Unlocking it should only be applied to pve. What this means is that in pve, you will have to spend aa points as before. However, when dealing with pvp, they will all be enabled by default at max. This equalizes it across the board, and lets fresh 80s become competitive.
There was also a suggestion i read here that i thought was kind of neat, where the first point in an aa would bring you 4/5ths of the way to the max stat, and the last 4 points would be .2 of the stat... So aa 1 at max = +5% damage.. 5 points.. 1st point would be 4%, 2nd would be 4.2%, 3rd 4.4% etc. This is a great idea that would lower the disparity quite a bit.
Arenas: We have arenas in place now, but they aren't what one would consider an arena in the modern sense... They are private. I think the pvp community would love public arenas available to all players even if not in a guild. These/this arena would have a lower section or "pit" where the fighting happens, and raised stands(with an invisible wall obviously) for people to watch. In this fashion, it would not be a far stretch to add betting, leader boards, leagues etc for anything ranging from 1v1, group fights, to monster battles(each wave becomes increasingly more difficult). Put one of these in each hub city, and one out in khitai somewhere. Once a "season" have all the leaders from each arena fight in a grand tournament where funcom can offer prizes(be they cosmetic or not, maybe a bit of fc points even for the top dog). This would foster competition and would be awesome.
Fix sieges <--- big big big issue. Fixing the aa/gear disparity would go a long way to balancing the sieges, and may draw in more players. Last siege i played in was riddled with bugs... Groups breaking up, allies turning red, lag lag lag. Fc already knows what the main issues are here though, so i won't get too much in to it.
More points of interest to capture and hold across all zones in the game. Don't just throw them in some border kingdom where they won't see traffic. Traffic is a good thing, even if they aren't there to pvp. It puts it right in the spot light, and gives people a sense of "maybe i should throw in my weight and help one side or the other". On pve servers, you could have an npc for each side standing around where the player can speak to them, and be asked if they would like to help(much like a quest). Selecting "yes" would flag you for pvp by the other side of the conflict while in that zone. Should you stand around too long unflagged in a certain area, it will auto flag you(prevents griefing, but note, that the area in question is designed only for the objective, so you have no business standing around there unflagged anyway
). In this way, you can ensure that both rule sets are getting the same content, even if it's placed in a non pvp enabled zone on a pve server. Don't want to pvp? Don't talk to the npc or stand around the objective areas.
Just a few ideas off the top of my head, but i think they are fairly viable and can be implemented well with a team of devs willing to put in the work to ensure the execution is solid.
All and all, the combat system is there, and makes aoc stand out as is as far as pvp-ability. Just remember, introducing power creep and grinds is not how you foster pvp or keep the subs. This game was at it's highest pvp point when gear meant jack ****, and sieges and open world pvp were happening because of rivalries that developed naturally through territory disputes, not because of xp grind and item lust.
The biggest thing that will increase the pvp longevity of this game, in conjunction with fixing the disparity issues, is keeping a steady flow of new players coming in to the game. That's on marketing/promotion. Keeping these players and having them sub would be a lot easier if the disparity issues were fixed, also, but it is still mostly a marketing issue.
Feel free to pm me for a job interview joel, i got a million more