So the issue is, that with all the changes we're basically back to square one, which is PvP rewards those that takes the least risks. Outside the no-risk PvP of the arena and GvG, bounty hunitng is the least risky form of PvP, as most times you won't be bountied back when clearing a bounty (I'm starting a movement to make counter-bountying the norm, join me at your own risk). This means that the top of the ladder, once again will primarily be made up of people who take low-risk bounties, as the rating system as it is is more about avoiding being hit, then actually hitting people. My suggestion therefore is this:
1. Keep the ladder as it is right now, but instead of a weekly reset, make a monthly one. (Just to keep things rolling). Also there will be no PvP-tokens rewarded on the ladder. The ladder is strictly for the dominance medal (which has no real meaning anyways).
2. Make a new ladder/list where the only things counted is the amount of PvP-rating
EARNED every week. On this list you are only counting how much rating a player steals from others, and not how much they loose. By the end of the week award PvP-tokens to the top 50 on this list. Thereby rewarding those who are most active in PvP'ing and/or take the most risks. Note that the weeks winner of this list can end up having a very low rating as they might loos more rating then gained, but this will only effect the PvP-ladder.
3. (possiblee fututre adition): Add a medal for people who manage to end a week in top 10 of both ladders. This would be a true sign of great PvP'ing, being able to do well on both list, taking a lot of risks but protecting your rating at the same time. This could be added at any time after implementing 1 and 2, and 1 and 2 would work without it as well.
With this change I believe you would see an increase in overall PvP, less farming on non-PvP'ers (as the monthly reset leaves them with less rating to steal), less usage of the BB for rating farming (100 stamina used on 10 people, stealing their rating will usually net you more rating then 100 stam used on hitting one person 10 times.) Also as stated above the key-issue would be to put incentive into initiating attacks rather then avoiding being hit. I think a solution along these lines would help ensure this. Thanks for reading and I appreciate any comments