I still think drops are going to have to be upped quite a bit more than whats in the OP. The tiering system of armor/epics/charms/etc makes losing those items a brutal punishment. Imagine having a piece of T4 armor looted and possibly having to start over at qvic for that piece.
In the same way imagine being a skilled pvp'r and going from qvic to t4 gear w/o the armor grind. I feel that 80% or more of the ezserver population has no idea what utility spells they have from 1-60 and a lot of players will find they suck at pvp because of it (but honestly probably the only ones who will play on ezpvp are going to be the smarter players).
My main concern is flash of light on UF client dosnt black out your action bars/inventory so you can still bag your gear if your getting roflstomped.
Was also thinking any thoughts on making the t1-t6 armor sets all/all? dont need to increase drop rates. Would give incentive on hunting all classes, not just teaming up with a friend and camping someone the same class as you to steal all his armors. Maybe also add a ammo slot items for each class type (priest, tank, melee, caster dps) that you get at lvl 1 that will modify your stats to make up for all the tierd armor having the same stats.
Maybe make tanks get one that increase AC by some % and a low amount of mitigation. Or add a stacking 10% movement mod to melee/tanks help them chase down people.
Would also probably be best to make charms no drop, id see /ragequit for sure if someone actually got a UC and then got ganked by a wizzy.
I like the idea of ezpvp, but its going to be a lot of work to balance things i feel. And in the end will it be worth it for the 20 players who might actively play.