Living WvW (no more imbalanced battles)
Visions and horizons: (this part is big dreaming, dont read if stressed ;o) ..)
Make WvW more living.
Current NPC guards are not worth living. Maybe count score for them? Maybe some supply gathered by traveling NPCs can cause their respawn?
Towers/keeps/castle are autorepaired after capture. No difference for cap by massive zerg or 2 players. Most time all players just move to next point. Little creativity in upgrades.
WvW is now unending war machine of conquering and capturing. It’s good basic idea. But risk for undermanned players is after time annoying, while these players are entertaining high population server players by time critical recaps and undermanned fights.
If we will count some farming on server side (no player farming required), low populated map will be just poorer then high pop and it must have some effect on booty and loot.
Make more orchards, mills and quarry. Make farms and add citizen to more places then crossroads. Let server count some farming and population. Let NPC have more actions on map. For start, give them more living traveling on map.
Give players chance to more creative upgrades tied to location. Give players chance to move supplies (drop supplies) to location.
Low pop players will found rich map full of booty (more NPCs, events, active locations). High pop players will found balanced opponent worth more than poor plundered country (razed areas). Zerg will be called only for big campaigns and maps will be living by circulating parties.
After time 100.000 score will be reached and even Citadel Waypoint can be plundered with new gun for epic finale of WvW style battle.
With overflow maps in PvP servers style (for example RedBorderland106, EternalBorderland107, ..) there will be no queue for overall WvW play anymore. With WvW map in style of Custom Arena, maybe some guilds will present their “unconquerable map” and feel it like their home and Citadel Waypoint like Guild Hall.
Summary: (Current zerg gameplay style will be still possible)
WvW maps will be more living attracting players against stronger/richer opponent. Epic finale for high pop, short imbalanced experience for low pop. More creative possibilities and more gameplay style possible (banditry camp flipping, event farming/building/escorts).