this is what i would do:
First of all i would come to the realization that AoC has the best combat system of all mmo's out there and could easily become the preferred game for those enjoying skill based, action filled, bloody and mature fights. I would also make it slightly more beneficial to choose classes that uses this excellent combat system, there is simply put way to much magic going on in AoC as of now.
I would as GD simply state that TSW will get a 70/30-focus in regards to pve/pvp, while AoC will get a 30/70-focus in regards to pve/pvp.
servers
All current servers are merged into one PvE server, because the combination of no tokens and enormous amounts of fast-travel to everywhere in this game has caused world pvp to become next to non-existant. This server will be called Fairytale.
A new server is set up that has faction based PvP, so it will be Cimmerians vs Stygians vs Aqulonians vs Khitai'ans, all classes will have several possibilities to change their allegiance. Tortage and major city hubs will be PvE, rest will be world PvP. All players will drop minigame tokens, bori tokens, pvp-xp or a combination as long as the victim is not more then 5 lvls lower then the attacker. Victim will drop substantially more if killed in an "enemy" controlled zone. Almost all fast travel is removed and the only paths remaining is the major city hub paths and the "path of azura"-path. This server will be called Warfare.
After some time, if Warfare server is a success a third server is opened up that is Free-for-all-PvP, starting in Tortage. Much the same as Warfare, but no factions and players also drop items and money. This server is called Mayhem.
Common for all servers, all guards are removed and consequence system with them.
archetypes
Generally speaking, rock-scissor-paper will be more predominant, group setup will be more important, 1vs1 is completely ignored.
Tanks will get a 50% damage reduction in defensive stance while getting an substantial increase in hate generated. Additionally they will get a 50% mitigation reduction in frenzy stance, while current damage is maintained. Neutral stance is removed.
Mages will get a 50% damage reduction when not in spellweave and get a 20% damage increase when spellweaving. Exception here is of course the Hox, that will remain as of now.
Healers will get a 50% damage reduction when not in spellweave and get a 20% damage increase when spellweaving. Exception here is of course the Bear Shaman, that will simply get a slight damage reduction.
Rouges will remain their current damage, but the way it is applied is less easy mode, sins will loose dww and gb, rangers will be brought back to pre revamp and barb will loose constant high speed mode.
bori
Reward for a sacrifice is tripled, players drop minitokens, boritokens and give quadruple pvp-xp, rangers tracking ability is reduced to a radius of 50m or removed completely.
minigames
Brackets are introduced so new players aren't farmed as hard, in minis players are also equipped with mandatory pvp gear. 3 brackets that consist of 0-4 that receives pvp1 gear, 5-9 that receives pvp2 gear and lvl.10 that receives pvp3 gear.
Pug minis gets a new balancing algorithm that is based on archetype, class and win/loss-score in minigames. Only one of each class is accepted and nobody is zoned into the minigame unless all 12 participants has acknowledged, if one declines the game will give the message 'waiting for players' until a fitting class enters the minigame cue, whereas a new balancing check will be done before all players are zoned into the minigame. If anyone leaves during the minigame they will get a 1hour coward shame buff and a registered loss, while the best possible fitting replacement will be picked from the cue to replace said person.
Premade minis will get a increase in all rewards compared to pug minis.
ladder system
For players that are pvp-level.10 and participate in minigames, a ladder system will be introduced. Several stats are included like flags captured, healing done, kills, kills assist etc, etc.
raids
Tier 3,5 is revamped, enhanced and re-introduced as T5 raid instance.
All raid bosses above Tier 1 will get a new aoe cast every 30 sec thats called "terrifying scream" that causes inflicted to get feared and run around for 10 sec. Tier 1 gear will give resistance to "terrifying scream rank 1" witch is the spell bosses in T2 casts, while Tier 4 gear will give resistance to "terrifying scream rank 4" witch is the spell bosses in T5 casts, etc,etc. A minimum of 60% of the raid parts are needed to resist next level this spell.
Gear
All regular stats on all gear will get a 50% reduction when used in PvP, reducing the impact gear has and making PvP gear the best choice for this. PvP stats are left as is.
crowd controls
All CC of the same kind is treated equally, as in all kind of stun will give the same stun immunity, etc.
Generally speaking all CC-immunities are prolonged.
thats all for the first month.