As for your 'advice'. As I've said several times already Blizzard stated they want battlegrounds to be a valid option for levelling. Dungeons and quests are the two other options for levelling and they give gear, herbs/mines/skinning, cash, ... why shouldn't levelling through PVP at least give gear? I can level to 80 by just doing dungeons, on a tanking or healing toon I'll have near instant queues the entire time. Doing so would give me a full set of appropriate gear the entire time. PVP gives close to nothing. Yes if you have heirlooms you don't need it, but that doesn't sound like a proper way to think about game design.
The problem is that you are either unable or unwilling to see that:
- effort keeps things (more) balanced;
- different aspects of the game give different rewards, because those aspects work differently;
- you keep having a farcical idea about PvE Gear, perhaps also because you don't see the differences between the aspects.
In low level PvE, Gear doesn't really matter. The game is tuned such that you can Quest practically naked, and in Dungeons you can easily walk around in Greens 20-odd levels below you, especially as DPS. The Mobs really don't care, they're not out to defeat you, they exist to be defeated, as e.g. their basic lack of any tactics at all shows (best example are archer mobs that advance towards you after two shots; even a 2001 game like Dungeon Siege handled that better)
This means that the gear gaps - which do exist, especially where Blue or better Gear is concerned, I could for example never get a Blue tanking set just from 35-39 Blues if levelling - go far more unnoticed.
There is for example far more Agi Leather than there is Caster Leather before level 40 (a trend that still holds true till Outland), but for PvE purposes this means jack all as that mob is going to die anyway.
Also, the best gear in the vast majority of cases (certainly post-Shattering) is RNG Drop Gear people have to share with potentially four other people. That is also why there is more Agi Leather: there are far more potential users you have to share it with, so in order to have a shot at getting any there needs to be more of it to go around.
Contrast this with PvP:
- that other player IS trying to defeat you, and WILL take all the steps he can/wants to take to reach his goal of defeating you
Gear suddenly takes a whole other meaning, as unlike PvE you will have to stack as well.
That is why I talk so much about 'average Gear level': if say in your Battlegroup (to use the old situation) there are predominatly RP realms with people only trying to look good, you'll have a lower average/to be expected Gear level than if your Battlegroup consists mostly of PvP realms and hence people whose primary concern is to have an as powerful PvP toon as powerful.
It's also the reason why I don't want to see it rise (which as explained before is what happens with even more PvP rewards), as that only means the gap with PvE becomes even bigger - which defeats the whole purpose of making PvP an option as a break from Questing in the first place.
- 100% Vendor Gear is far easier to obtain than RNG Gear.
PvP provides 100% available Vendor Blues (and better), and with the current prices you can pretty easily get the upgrades every appliccable bracket just by doing Battlegrounds ie spending the time the way you like.,
In contrast, in order to get the same kind of Blue + PvE gear evn for the PvP slots - Boots, Belt, Trinket, Cloak, Weapon, Missile Weapon, Bracer, Ring etc.- just for one 'Bracket' you'll be Locking your XP quite a bit, at least you would if you wanetd to PvE covered in on-levelish Blues in the first place.
''See? That is why PvP Gear is such a great option! We could still say Heirlooms aren't the gear issue in low-level PvP even when it clearly is, as then peoiple could get 'free Blues' all the time!''
Besides the technical points (to have meaning, e.g. they'd either have to be grow-along as well, or have stats so powerful that their static status doesn't matter, and of course Heirlooms being Enchantable doesn't help either ) , the core issues are that making gear more available has never really helped the situation for newcomers etc. before (to put it mildly) and making Gear that is a) more easy to acquire and b) more powerful than PvE Drops (as to have any meaning it would have to be as powerful as Heirlooms and hence more powerful than PvE Drops) will only bring in people that are solely interested in 'botting for gear'.
All of which has been explained at length before.
No offense, but if you are primarily concerend with 'getting enough shinies' (as this whole 'reward talk' does seem to indicate, one would say challenge etc. is its own reward), and have decided that PvE offers far more of the rewards you want, one has to wonder why you are concerned with PvP in the first place.