I dont think it is a gold sink. Only a few people will respec, because it is to expensive. So the people will just save the money. When you lower the cost it is more likely, that a lot of people will respec many times. They will also try different pve specs or pvp specs.
i would like the idea of lowering respec costs.
An other idea is to have something like a dual spec. The player can have on spec that is active in the normal world and an other spec that get active if you join a bg. This will probably kill world pvp.
The biggest problem i have is, that getting a high rank has nothing to do with your skill. It is just the time you can afford. Even as a super bad player, playing 24/7 you can get rank 12-13.
When you are a skilled player with a real life who can play 5-10h per week or less you will never get a high rank.
To avoid this it could be possible to use an other system. I hope i can explain it well enough. When the staff is interested in this system i can also make some calculations and simulations. To check if its possible to create such a system. I would also provide the formula the staff need to use.
The system has several steps. To take world pvp, premade bgs and pug bgs into account. It is possible to get a high rank if you are a very good player or if you have to much time and can play 24/7.
Core element is a rating system where you get rating points if you win a bg and loose rating points if you lose a bg. The amount of points is based on the rating points of the opposite fraction and the number of bg objectives you got. If the winning side has higher rating points then the losing side they will get only a small amount of rp. If the match was a close call they will get less points then a group which dominate the game.
You get also rp for world pvp. But it is not possible to farm 24/7 low lvl people. When you have high rp and you kill someone with low rp (because hes doing barely pvp) it is possible that you will get only a small amount of rp, it is also possible that you wont get any rp. If you die against someone with nearly no rp you will lose a lot of points. This rp adjustment will not happen in a bg, because the influence would be to big due to high amount of dying people.
Based on the rp some has farmed during one week the ranks for the next week will be calculated. So the distribution of ranks among the players stays the same.
The rp of player will decay a little bit after one week, so the matchmaking in the beginning of the next week is based on there current and good player are more likely to fight against other good players and still need to do pvp regular, so they can keep there rank.
When you do something like this it is necessary to have a matchmaking system which takes your rating points and the size of your group into account.
The people can still farm honor, the honor will decay weekly and to buy an item you need to have a certain rank or a certain amount of honor. So the 24/7 farmer can still get there items. When the honor decays by 20% per week and a top farmer collects 2.000.000 honor per week you can set the costs of an epic quality item to 6.000.000 honor. The player need to farm 5 weeks for one item.
(Or you can just have a second rank calculation based on the farmed honor of the players, and the player will get the higher rank, either based on honor or on rp)
A third step could be implemented to take care of players with less time per week and who are not very good player. They can get a specific honor mark for doing bgs and world pvp (one for winning a bg, one for killing 10 people in world pvp, objectives in silithus or plaguelands). But they can get only one mark of each type (ws, av, kills, silithus, etc.) per day. They can buy items with this marks too (costs per item 200-400 marks) and a player will lose all his marks when he buy a item with his honor points. So a casual player can farm his item (when he collect 3 marks per day, winning ws, ab and kill 10 people in world pvp, and a item costs 300 marks he need to farm 100 days for this item).
In my opinion from a system like this everybody will benefit. The 24/7 farmers can still farm. Every player have a reason to do some world pvp (he can "easily" farm epic items, without a big advantage due to the number of days he would need) and got players get restricted by ganking low lvl players 24/7 (loose a lot of rp). And good players can get a high rank without playing 24/7. And it is still not to easy to get the items. (A casual player, who gets 2 marks per day and want to have the epic armor and two epic weapons. The r12 armor costs 250marks, r13 costs 300 and r14 costs 350 marks, he need to play 1175 days. If he can obtain 6 marks per day (killing 10 people in world pvp, win a ws, ab and av, doing objectives in plaguelands and silithus) he still need to play 391 days.
The hardest part of a system like this is the matchmaking. But i think you can easily copy the matchmaking from games like dota or lol.
To handle the problems with premades you can use the player with the highest rp of a group to search for a bg. Example: You need 2 ppl for a bg, 4 are maximum.
In the beginning the algorithm for a bg will search for ppl with the same rp. After a certain time he will increase the difference between the rp of players
When a players start to queue, the algorithm check if there is a queue with the rp of the player.
H1:7rp (player number 1, horde side, 7 raking points) start to search for a bg. Currently there is nor queue so a bg will be "created" but the player wont get an invitation. He will get one, when there are enough players.
The bg will allow only player with the same amount of rp in the beginning. So there is a bg1:7rp(battleground 1, 7 ranking points)
Several other players are joining the queue H2:7rp, H3:9rp, H4:6rp, H5:8rp, h6:10rp and A1:7rp, A2:5rp, A3:9rp, A4:8rp, a5:9. a6:10rp, a7:11rp
Player a5,a6,a7 are premades. So the algorithm will say both of them are rp11
The player h2 will go into bg1:7rp, the player a1 will go there two. The bg wont open, because there are not enough players.
there are no queues for the other players so several new bg queues will open. bg2:9rp, bg3:6rp, bg4:8rp, bg5:5rp, bg6:10rp and bg7:11rp
After one minute the bg queues will increase there rp area. bg1 will contain also rp 6 and 8. bg1:7rp will change to bg1:6-8rp.
This bg intersects with bg3:6rp and bg4:8rp. This bgs dont have an area, so the bgs can easily merge. in bg3:6rp was the player h4 and in bg4:8rp was the player a4 and h5.
so bg1:6-8rp contains player h1,h2,h4,h5,a1,a4. Now there enough players and the bg will open. Now he will immediately search for other players in other ranks, so they dont have to wait for a full bg.
the other existing bg queues at this time are bg2:9rp, bg5:5rp, bg6:10rp, bg7:11rp. First the bg will look to the ranks 5 and 9. In the queue of bg2:9rp is only one horde and one ally player. Only the ally player can join, because horde is full. In bg5:5rp is on ally player, he can also join bg1.
So after the invite there is bg1 with the player h1:7rp,h2:7rp,h4:6rp,h5:8rp and a1:7rp,a4:8rp,a2:5rp,a3:9rp
After this merge the are three more queues. bg2:9rp with player h3:9rp, bg6:10rp and bg7:11rp.
After the next timestep these queues will also merge and open the next bg.
I hope the matchmaking based on the rank points is clear.
And i apologize for my english