When we are talking about damage output in pvp vs pve, it's easy to differentiate between player controlled characters and NPCs, giving the game a natural way to control the levels of damage that is done in pvp and pve.
You said that 'pvp Defense' and 'pvp Power' would be stats found only on pvp gear, with the intent to increase damage reduction and damage/healing output against player targets only. This is intended to make pvp gear more effective in pvp than pve gear.
However, if 'pvp Power' increases the amount of healing done in addition to damage (to players), how is the game going to differentiate between players in pvp, and players in pve? As it stands, players only ever heal other players, even in pve. How is boosting the healing done on pvp gear via the 'pvp Power' stat going to keep it from becoming better for pve than pve gear?
If the intended design is supposed to make pvp gear more effective in pvp across the board, then there's going to be a problem with the 'pvp Power' stat if it increases the amount of healing done.