I agree with Kaia's point of view where we need to mayhaps make PvP a more interesting and accessible content for new players. However, I would have to disagree with your statement:
kaiakaito Even guilds with good teamplay gets slaughtert by 2-3 Dps with few support with over refine gear, even tanky ones.
There's no way a capable, organized, and geared guild of 12 people will just drop to 2-3 DPS with only a few support. DPS by themselves can only do so much, as they die in one touch; it might've been a thing back when Aim Bolt had 20 or so range, but now I don't think it's possible. This has been shown by the GvGs of Daybreak and Astrologia -- WoE is not simply a "refine match" between DPS.
But back to the thread's point at hand, I feel like the bulk of the issue came from the fact that most guilds playing right now have way less than 12 players and no organizer/shotcaller. I've noticed that most people just monkey in alone without waiting for regroup, making them easy targets for, well, pretty much anyone.
So that brings us to intrepidenigma's point of "how do we incentivize people to play objectives?" (or, like, learn how to play in an organized way, I guess) and I agree that there might be a need to rework the way rewards are given. I agree with Thatcher's idea of guild-based criteria, but I have no idea how the numbers would be like - and quite frankly, it might be a better idea to keep this criteria secret so everyone will be on their toes every WoE and do their best (TM).
Now I think talking about how to make PvP accessible while still keeping it challenging & appreciating everyone's efforts to gear up until this moment warrants another thread, to be honest. It's just another discussion altogether, in my opinion.