We play on a server where, once more gear becomes available, paladins can pull all the undead mobs in the streets of Stratholme in as little as two pulls — the only thing stopping them from doing it all in one pull is the gate.
Once gear becomes available, we'll have warlock pets alone out-DPSing dedicated DPS specs.
Everyone who knows how to make money already has their survival hunter ready to farm the panthers once ZG comes out.
Meanwhile, we have encounters such as Loatheb, which are essentially without a mechanic, since the entire difficulty of the fight is completely circumvented by new abilities simply ignoring the downside. Other fights such as Sapphiron, Patchwerk, and Gothik pose no challenge, since they rely heavily on numbers to be challenging. Numbers you can reach in blue gear thanks to the plethora of class buffs and extra consumables.
Stop pretending the game is balanced for PvE either. It isn't. It's "balanced" for a very narrow slice of sweaty parse nerds who can't deal with mechanics any other way than out-DPSing them.
If we actually had the classes balanced for PvE, I'd be inclined to agree that PvP can take second priority. But PvE isn't balanced in 99% of scenarios either, so we might as well at least consider PvP for balance changes.
Shaman survivability, for instance, is not an issue in PvP by itself. What is an issue is how high their damage output is while they're so survivable. By making Tank variants of Shaman deal less damage, but maybe compensate with some extra Threatmodifier, he would still perform his role in PvE.
There are many avenues that help balance for PvP without making the class unable to perform its main function in PvE. But historically, TWoW has never even tried.