OK, I'll talk about ZC for starters.
We know ZC is one of the most key feature in the AoP. It (should) brings about large co-operative pvp and reward those that contributed (damage, heal, scout, participaton(leech?)). It also should benefit the faction that represent the group.
The problems, however, faced in the ZC system is easy to exploit and generally unrewarding for the losers (and some winners). The point system is the key component in this issue. The fact that matter of point differences absolutely determine the winner and reward makes for some very difficult circumstances. People can just gain points from allies not in the same faction (which I have no idea how to solve).
A large faction going against a smaller one probably will gain less points as there are fewer targets, fewer targets mean less share of the points among the participants due to damage/kills being the only current method of obtaining points. Smaller faction on the other hand is generally underpowered and easily lost, with lack of points and small reward the losing faction in most cases have greater loss than any gain (loss outweighs any benefit, probably). Probably pvp in general most losses outweighs the benifits (includes intrinsic 'I killed someone'/'Tat waz fun'). These are few downfalls of ZC, the point system being unappetizing to even contribute.
There are several others like how easily zones are recaptured and how easily combat gets unbalanced, etc. There are many things but I'm too lazy to discuss further, like cirn0 said, economics side of this game is very very boring (but I guess that's because it gets a little too complicated for one mind to handle).
The few things that might improve ZC in my opinion from reading some of the suggestion is to change the reward system, point system, how point system contributes to victory, how contribution by faction members contribute to overall faction welfare regardless of the victor and how to keep a balanced combat even with unbalanced numbers (there are cases where small numbers win, that's an exception).
1. Clearly the reward system has been improved. I think the bounty system does add a nice touch but only in out-of-zc kind of pvp. The reward system should include not only damage points, but marginalize actual kills (you don't get too much pts for killing players). The system should also consider your reputation with your faction (100k being max reward, <1k being absolute minimal), reputation is a linear scale. Also fame (should be capped at some level) should also be taken into account, this determines the base amount reward in participating in a zc, but is not scaled by the reputation (it is an incremental scale). All points gained by a player should scale with the level of the target and the amount of players in zone. I'll get to player participation next but this is how the reward scales (probably get my meaning if you understand programming):
[function(RewardType) * Points * function(reputationScale, Rep)] + function(fameIncrement, Fame) = Reward(RewardType)
2. Actual points gained in the ZC however should scale with level. A level 6 intending to play ZC would be a liability, most of the time suggestion to go back to pve or consider them as liability is common (sometimes they make good cannon fodder). To deal with this until they reach level 21 I think they should contribute less, points wise when they get hit or die. I'm thinking each player is worth 150 pts, 100 points for all their HP above 0 and 50 points for their deaths. I'm pretty sure its similar or exactly like how current zc system is. That's fine, the main point is the points gained by the actual player from others should be scaled.
So, for levels. If the target is less or equal to level 9 their points is only half of the normal points, ie their total HP is only worth 50pts and deaths only cost 25 pts. From level 9 until level 21 the point gradually scales to the default: 100 pts for total hp and 50 pts for deaths. There is additional features that should be included, such as healing hp also grants pts, the same amount of scale as when losing HP. Also healing HP that are lost also counts towards points, i.e if the enemy is healing while taking damage, the health healed and lost also counts as points. Furthermore if a pc is killed and revived but is killed again, the second kill does not count towards pts (so long as the they're in zc with defib timer), however their HP lost above 0hp is still counted as points.
3. The problem faced when losing a zc is quite heavy especially when you lose gear. Therefore as those that before me mentioned: 30k trader should have all gear available just that the gear is much more expensive if you don't have the right zones. Also you should be able to trade in high component parts for some uncraftable highgrade gear, but it should cost a lot of components.
4. Another way to give reward to losing team is to have trickle down effect (sort of like in economy but actually works this time). Players could opt in for divided reward. That means every single contributor (in or out of zone) and participant (that are dead or alive but still in zone) gets a share of the reward pool. That their points are put into a reward pool with all other participants (those who have 50 pts). Then everyone that is part of that pool will get equal share of the rewards that is generated (minus the remainder that would always appear, probably). Also those who opted in to divide their reward also get one participation token which you can discuss with a faction npc who keeps tabs of them. With enough tokens one can trade them for caps, rare weapons/armors, consumables, rare ammo and even contribute to cutting down prices on every shop vendor and junk trader generates more caps frequently. There is a timelimit to the trader bonus (1-3hrs) but can stack up to one week, stacking shouldn't make stuff cheaper. BTW this isn't my idea. Heard it from someone probably.
Conversely the participation token could be available to anyone in the zc for more than 5 to 10 minutes or those that have >50pts. This allows a win win situation where it gives a consolation prize for losing. Winners should get double the tokens? I do not know. Also there could also be forced sharing where half of the points gained in zc goes into the sharing pool and is divided evenly.
N.B. Not gonna touch on the point system balancing in terms of victory. It's too damn hard. But one day I'll think about it. But maybe you could balance it by phases/'games' like in some sports games.
The next post I will discuss about guns. Probaabblly...