^what Hao said
anyway, some feedback now that I've tried it on Fri and Sat:
1. It's awesome to get proper action in T2 and T3 instead of the eternal 9 zones in T4 that you know every corner of after years of roaming there. Some maps though, like Ostland-TC or Tala-HP, really have map design issues, as after keep locks you just keep going in a big wave formation back and forth to the WC entrance of whichever side is losing. Though not much different from post-Keep Fall T4 action.
2. Butchering lowbies. Tried playing on r16 chosen and r16 SW. Sure, your "main stats" are bolstered to softcap, but you still lack the total strikethroughs and hard avoidance stats that actual 40s have. The absurd lack of tactics is also kinda brutal, as the usual lack of most important class tools that are only achievable in late game. Understandable, but slightly annoying. Having 182% physical dmg mitigation is nice, until you realize your block is so low about anything lands home. Same with DPS and stikethroughs. Not sure how to fix it, as the most obvious solution would be to grind mobs until you reach 40... which is kinda hard with all the nerfs to any form of powerleveling.
3. Zerg formation. Again, not much different from T4. Except it feels worse because of smaller maps. Unless you have some magic solution to prevent people from focusing on Warcamp entrance farming...dunno. People gravitate towards where they see renown available, and for now it means camping warcamps, or just being AFK at some distant BO waiting for lock.
4. Keep fights, as someone else mentioned earlier, you don't really get much people to show up to defend keeps. Either people simply don't care, or they physically cannot because of the massive sea of red surrounding every avenue to relatively small and cornered T2 keeps (Destro in TC, Order in Ellyrion...) Our party yesterday in Talabec was half-assed to be interested in staring at keep walls because there were red targets moving in the lakes, so obviously trying to maximize renown we just hunted people in the lakes, missing most of the actual keep fighting. As for defenders, 20-30 destro camping posterns made sure about none got in. So order scatters to BOs, and Destro keeps PveDooring. Again, honestly not much different from T4 fights, except the keeps there tend to be larger and due to larger size, covering all posterns is sometimes more difficult.
(potential solution, temporary portals from WC to keep as long as Inner door remains undamaged, just to see if more people decide showing up to defend is worth it - though not sure how this might work in T2)
5. Rewards. Obviously somewhat limited bag drops lately, but I don't mind, as having sea of red that you can bomb is a reward in itself.

Green seals and their quest sometimes have to be fetched 2-3 times a hour because of rain of blood, and the Seals keep raining. Maybe minor adjusting to how much killing lowbies gives renown, so it's an actual positive number instead of just swatting PvE mobs aside. The recent changes to Gold bags look promising.
6. Lag. Seems to barely exist, unless at crowded keep areas. So whatever you did, it's feeling good. Apart from keeps, I don't notice lag unless its some really crowded area with +200 people.
7. Zone-border crossing, when you are a bolstered lowbie, you lose half of your health points when the "zerg wave" goes back and forth over zone border. Slightly annoying.
So far looking good, though with some flaws, which are just mirrored flaws that already existed in T4, but made worse in smaller T2T3 zones.
