WvW attracts fewer and fewer people (e.g. due to ingame concurence like EotM or Living Story), resulting in fewer and fewer server (called teams from now on) being competitive. This imbalance is even accelerated by server transfer leading to overstacking on a few teams and much less population on most others.
As the match scoring is mostly population based (amount of player and resulting coverage) much to many matches are very imbalanced and boring (for the winners)/frustating(for the lossers).
Solution
Adapt the WvW-matches to the reduced number of players:
Reduce the capacity per match by lowering the map capacity (with the nice side-effect of less laags)
Set a maximal number of players per team (see below)
Choose less teams than there are servers today
Dynamic map shut down, e.g. when less than X (100?) players in the match (sum of all 3 teams) only eternal map, when more than X but less than Y (500?) players in the match only the 3 borderland maps, only when more than Y players are in the match all 4 maps can be played. Shutdown maps also do not count for scoring. (to avoid unwanted switch, make a margin of some players)
Teams with a maximal amount of players can be build e.g. as following:
There is no transfer and no transfer cost anymore
Player register (during the previous match match) for a team for which they want to play. To make this easy, there is an option to automatically register for the previous team immediatly when registration opens.
Each team has a maximum capacity (e.g. something like mean over all teams +10%) the current amount of registered player (not as absolute number but as percentage of the capacity) will be shown in the registration dialog.
Registration once done may not be changed, but at the moment where the capacity of a team is exceeded by a new applications, all registered players get a chance to change their registration (for example, a Guild can use that to ensure that all people will be in the same team)
If more players sign up for a team as it has capacity, the team-members are choosen randomly (at registration end) from all registered.
players that were in that team in X (5-10) previous weeks have a significantly improved chance (the more often, the higher)
earlier applications have a slightly better chance (such that early registration is favoured and not all register in the last minute)
The player that lost in the lotterie (or did not register) can choose their team (for this week) out of the three worst populated teams when they want to enter WvW for this week for the first time.
Dynamic map shut down, e.g. when less than X (100?) players in the match (sum of all 3 teams) only eternal map, when more than X but less than Y (500?) players in the match only the 3 borderland maps, only when more than Y players are in the match all 4 maps can be played. Shutdown maps also do not count for scoring. (to avoid unwanted switch, make a margin of some players)
God no, not like this. At lower levels and with fewer people it’s the borderlands that make the difference, not EBG.
But a dynamic map cap isn’t a bad idea – raise it by fives (party size) and watch the results for a couple of months. Then adjust or scrap as necessary.