For about a year - year and a half, there has been a large increase in Shield / Tank players as opposed to the much heavier hitting classes. Edits have a play in this because you can still reach Physical Defense values that most players have a hard time denting and still be able to one shot most of your opponents with Sonic Boom.
1) Block Rate - Because of the increase in shield users, this game mechanic has become much more unavoidable. Block essentially eliminates all of your damage and you're left to just get popped by the opposing players. With that being said, Block is such a strong mechanic that ANY class with an ability that has damage to one shot other players from a range are able to simply equip a shield, have a paladin or Phalanx buff them and essentially become invincible granted their luck is in their favor.
Possible Fix - Reduce damage reduction on blocked attacks. If I'm hitting a player 8,000 x 2 With Sonic Boom my damage (my opinion) should not be reduced to 1,000 x 2.
2) Physical Defense - Now, I am not saying this stat is unfair or unbalanced, but with the new Level 135 Private Donation Set combined with Edited Items with Vitality, it is basically impossible for a normal player to do any damage to these Edited Tanks.
I bring this up because prior to the 135 Items, you could still deal damage an edited tank with normal items and eventually kill them, however now the minimum damage for Burning Crash is a whopping 9 Damage and 12 with RM Buff.
Possible Fix - Put an actual minimum damage in PvP instead of 1. I'm not saying make it around 2,500 or something along those lines, just enough that if you have enough damage incoming, you're not going to walk away with 40 damage taken.
3) Protection Aura (Party Holy Barrier) - 3-4 Magnus parties have become a by-product of the Tank Era. Each magnus has Protection Aura which lasts (numbers may be wrong here) 3 seconds and has a cooldown of 7 seconds. Multiply that by 3-4 and you have a 9-12 second PARTY Holy Barrier which has essentially a 7 Second cooldown because it's looping between multiple players.
Possible Fix - Have Protection Aura dissipate after taking x amount of damage and increase cooldown. This does not apply to Holy Barrier mage ability, that has a long enough cooldown in relation to it's length that it is not such a big deal. With this fix it will allow you to maybe get a good flank off and destroy the current Protection Aura shields and allows your team to come in and finish off a few kills.
This last one is relating to Rogues.
4) Casting Foil - This skill is quite hated in the community because of it's unique property to cancel any skill you are currently casting and stop you from completely another action until the debuff is removed. However, in Wars this skill has much bigger properties that most people aren't aware of, however in the more active PvP community it is heavily abused. One property being the fact that Foil does not remove you from Stealth (I understand, you aren't dealing damage so why would it, right?), however this brings a few problems with it, you can foil mages trying to use Beholder and basically be hidden forever and the cooldown is low enough that doing so won't put you in a situation where you can't stop a high priority target. The second and probably the most abused property of Casting Foil is the fact that when used on someone with any sort of crowd control that is not a Stun,(Paralyze / Sleep / Freeze / Silence) it will COMPLETELY REMOVE this effect from the player although they still have the effect on both their debuff bar and visually on their character. This is not only a big problem when you need to sleep someone but it also makes it so for the remainder of the Crowd Control that was cancelled (Sometimes multiple - Silence + Ice + Sleep) you can not reapply it to the target that was foiled.
Possible Fix - Make Foil remove you from stealth & No longer cancel Crowd Control effects (Maybe increase cooldown by a few seconds). If these fixes are set into place it will make Elf Rogues think a lot more about their use of this fight changing ability and will balance PvP In such a crucial way because when you lock a target or a mage with Silence or Sleep/Ice, you will know they are not getting out of it until damage is taken which is much easier to coordinate with a team.