I know PvP since RoI time, so can't say how it was before.
I really hate autoflips.
EC/OC/TABs fights were more entertaining than backdoor boredom.
I like the idea of keeps and delv bosses giving serious buffs to infamy. They should give something. Thats one of two reasons I can think of for keeps to exists. Other is increasing defence abilities.
In latter npcs should be much stronger on both sides.
If keeps give infamy buffs, OPS should be connected to keeps: keep is blue, OP is automatically changed to red. So the winning side would be interested in taking keeps for major infamy buff (or will get close to none, thats how I imagine it should work), but it will leave loosing side with mastery buffs. Taking OP by winning side might 'turn off' buff for some, short, time. Or just get rid off npcs that losing side might use for protection.
I like where new OPS are (kinda), and also some bridges that connect places that were not connected (IOP, though it is way to close to rez). IOP and ROP should be moved a little further from rezs.
I feel like npcs should be much stronger (dps, mitigations and resistance) but cause much less cc (with possible exception of CG/tyrants, they should be much stronger than now, so it will take a little longer than 1 min for unskilled group to capture a keep).
OC/EC should not be death traps (by making npcs way stronger, jumping down the walls possible, and maybe giving some small speed debuffs for invaders).
I feel like quests in general should be changed, so they will have some impact on game (who cares nowdays to gather 75 feathers and send spider to LC? supporting keeps with blades/oil/ore/arrows changes nothing, additional spider npcs at LC are just additional guardians' heals, there are no more relics in groth and hh, so killing npcs there helps noone, killing trees is so pointless now, Goldie and Warg are no more threat and very little help for those who wants to retake tr/lugz, as is An).