WvW has a few very minor issues, that all stem from a greater design flaw that I haven’t personally seen discussed.
The space between objectives is not complimentary to the amount of players and number of objectives available. I see this as the primary issue with the current WvW maps that would resolve most of the reasonable complaints I’ve seen here.
Defense being too easy. Obvious benefits to spreading out the keeps in particular. There is little tactic to how you approach objective taking because of this. Having to make a decision to leave a current spot to defend another should be a factor. Instead it’s just a mindless back and forth between zerg bodies.
Small groups being ineffective. As above, a small group would benefit greatly from the increased response time required by a group to defend a location. Also it would allow more time for fewer people to establish a defense and rally for help.
Steam-rolling. Again, time should be a factor. I’ve been on both ends of the stick with this one. It’s just as unpleasant to see your entire battleground is already controlled, leaving nothing to do but stand around with your zerg, as it is to realize you won’t make it 30 yards out before you are zerged down yourself. More space = more time = more chance for a smaller group to make a lasting impact.
It is a simple concept, and maybe easy to dismiss and I would doubt even a lot of support of the idea would make it change any time soon… but it’s food for thought I suppose.