I do have an opinion too! ;-)
And now my biggest concern:
Why is this better than factions?
I play factions for two reasons:
1. If you kill someone in a faction fight, you are rid of him for 20 min, enough time to finish the champ. In a classic blue vs. red you have endless resurrection and fighting without ever coming to a conclusion. This might also work with the wound system, we'll see.
2. My whole guild loves having control of towns - 'tis a roleplaying thing even tho we are more of a powergamer guild. Conquering and defending towns, setting up vendors and guards, those are the fun things. People asked for year for improvement on the town interaction side of factions. But instead with those battlegrounds you will go away from that. I fear this way the system might go the way of the arenas, even PvPers prefer to fight for something. No one really cares about the shrines in the middle of nowhere, the towns on the other hand...
Why is this better than factions?
1. Factions controlling cities always presents a challenge when adding new content. Virtue & Vice does not have a city component, thus we eliminate that problem.
2. There has been a long standing issue with the use and prevalence of faction artifacts by those who do not participate in factions, this will address that issue.
3. Factions requires a critical mass to support it on any given shard, something that is not plausible on every shard. Virtue & Vice does not require that critical mass.
4. There is no farming required to do anything with Virtue & Vice...everything is the result of participating in player vs. player content...fighting/stealing/evading etc etc.
Regarding your concerns...
The wounded debuff is intended to make sure it's not an endless resurrection fest.
We are looking at means to introduce more opportunities for role play throughout the game, the recent Governorships a good example.
Thanks for the feedback!