Dear Great Azure Overbeings,
My humblest apologies for spamming the forums with mediocre poetry, but, to be fair, you brought this upon yourselves:
You've given us wonderful raids and heroics,
Introduced rated battle G's
Then a patch came along with a fiery raid,
But we'd like some more PvP please!
Like the awful rhyme said, you put a massive amount of effort into designing this new expansion, and that work clearly shows (Foury claps excitedly for you). While I understand that battlegrounds require an enormous amount of people-power to maintain, I feel that we really ought to have an infusion of new or revamped PvP content sometime in the next few patches.
Rather than thinning our queue with additional maps, however, I have a suggestion that seems to have garnered a large amount of support within the PvP community. While I understand that you have limited time, I do enjoy a good long-winded post, so I beg your indulgence while I dance around the issue for a moment.
Before I get on with the main bit, let me say that, while this post could be placed comfortably in the battleground forums, I think it's important to sometimes draw people from the general forums into a forum they'd not normally frequent, lest they miss an interesting discussion on a topic they might have found enjoyable, had they known about it.
Let's take a look at the history of one aspect of WoW PvP:
The first three battlegrounds were very well designed, even if they didn't necessarily fit the "25-minute model". Warsong Gulch, though not a personal favourite, is balanced and highly popular. Because of that popularity, one and a half new battlegrounds were made using that same style. The matches tended to run a little long sometimes, so a 25-minute cap was instituted. This time limit did not affect the core gameplay of the battleground, and so it continues to be a popular map today. The only potential changes I see in the near future would be the addition of line-of-sight mechanics around tree stumps and other doodads, similar to Twin Peaks.
Arathi Basin is a slightly larger battle that hasn't changed in any way since its introduction, except during the Great Battleground Standardization of '07. It is fairly well-balanced, popular, and is one of my dear personal favourites. Again, one and a half new battlegrounds were developed around this model, and again, the only change made to it was to cap the duration of matches at around 25 minutes. This did not affect the core gameplay of the battleground, and so it remains a fantastic and enjoyable battleground to this day.
Eye of the Storm is a combination of Capture the Flag and Resource Acquisition, modelled after the aforementioned Vanilla maps. While the wasteland theme feels more barren than I feel is necessary, the battleground still works well. It was probably designed with the Great Battleground Standardization in mind, and thus went unchanged as far as I can recall. The only two problems I have with EoTS are that the lore feels weak and the starting bubbles are atrociously designed. Please make it a ring-shaped wall so we can zoom our cameras far enough out to actually see where the mage table is.
Battle for Gilneas, while misleadingly and disappointingly on a coastline rather than actually inside the city of Gilneas, is still a fun and fairly solid map. There have been some issues with graveyard positioning, but hopefully the most recent solution has fixed that for the most part.
Twin Peaks, essentially Warsong Gulch with line of sight and with slightly varied terrain rather than an exact mirror, is a solid battleground. I don't personally enjoy CTF maps, but I recognize that it is a great battleground.
Strand of the Ancients, particularly after the recent changes to demolishers, has become a Player vs Wall battleground. Vehicle combat in PvP is not enjoyable for many players, mainly because we don't get to play our characters, or fight against other characters as much as we'd like.
Isle of Conquest. Like Twin Peaks and Battle for Gilneas, IoC was modeled after already-existing battlegrounds. The difference is that, instead of emulating Alterac Valley during its most legendary era, it takes the current "race to the finish" model, puts it on a mirror map, and slaps in some PvW. It feels bare. The lore is not immediately apparent (why are we fighting here?) and the implementation of only two NPC's is awkward. While I understand that some people enjoy it, I personally opt to sit in Stormwind for 15 minutes rather than play this map.