When I first read the changes to PvP gear for MoP regarding Power/Resi, I thought to myself "Oh good they're finally putting some real effort into separating PvP and PvE!", but the execution of the divide has been, quite frankly, dire. I can understand the attempt to encourage newcomers and lesser geared players into PvP to spring life back into it. It's a half-wit attempt at fixing a problem first created by the removal of Battlegroups. But it's better than nothing.
Allowing PvE players to return to PvP without the gear is not the answer to the problem that currently exists. Resilience should be static but only on PvP gear.
Resilience and Power should not be available via gems or enchants to prevent stacking, the stats should only be available from the gear. This prevents any poor gemming and enchanting by optimistic PvE players but also helps keep the progressive scale of gear active. While I feel that all players should be on par in terms of Resilience, I don't think it should come as a freebie, especially to those that possess little or no PvP gear. There is no reason for Resilience to continue increasing as the tiers go higher and the seasons pass by, but the general Stats and Power should. Power should also be capped to be equal with Resilience (ie 65%).
Putting that aside, I have real concerns for tanking specialisations as of 5.3. How does, say, a Protection Warrior in PvP gear compete with one in PvE gear? The defensive stats (dodge, parry) present on a PvE Warrior are overwhelming in comparison, not to mention basic stats. PvP Warriors will only have margainally more Resilience to boast, the divide between PvE and PvP in this instance is nearly non-existant in comparison to DPS and Healers.