a good idea to make it so you that you can be attacked on a pvp server during random pet battles, but not during "blizzard sanctioned trainer battles"
levelled mostly on PvP, and while i died ... 482 times at low level while pet battling, it's stressful the first few times. more so when being ganked, more when being followed by flying players, when at low level, having people chase you down because they think you're gathering mats, or a really strange bot that walks 10 steps every 4 minutes, idk.
it should be an achievement, it feels like one.
there's so many feelings i have about pet battles on PvP servers, most using unprintable 4 letter words.
the most annoying has been doing the dailies, and having mages pop out from CRZ and kill you who are standing right next to you as you pop out of a trainer battle, and kill you before you can target them. repeatedly. i suspect they wait in the trainer battle without taking a turn, forfeit, just to gank players from the other faction as they land and arrive.
if you've ever been killed at halfhill in a supposedly neutral area, you know how it works, some AoE can take you out of the trainer battles, shaman totems, some trinket effects, etc.
The first time, i was pissed. the last memorable time, i think i was about to capture a rare "little black ram", it took about 2 hours to find another one. that was fun. flying around an alliance zone for 5 hours as horde... and standing around expecting to be murdered.
as for 5.4 changes or hotfix changes,
the 50% elite buff is too high, it makes the strategy for fable pets very, very limiting, and is likely not in the spirit of "not making explicit pets for solving battles" pet choices that was touted as a design imperative.
if twin emperor battles are no longer added because of the danger of specialised mobs and specialised roles and bringing the buff instead of the person to a team is frowned upon in PvE, then the same iterative rule should apply to pet battles, by not creating Pet Specific challenge mobs that can take 1 damage, and consistently hit for the entire health pool of 90% of player pets, at 1300-1400 in return (Ti'Un/Dos'Ryga).
i do understand it's a challenge, but there has to be some flexibility in the system, or it won't be used; just as people don't often use betamax and VHS tapes, floppy diskettes or optical caddy storage, etc because their utility is suspect.
do i think that fable pets are backwards and archaic ? it's only been 3 months. so, probably, yes.
i suspect a few of the hit/dodge tables are too high and too low now that data is available, and could be improved by either switching to "Dodge/Parry/Crit" buffs, or by debuffing both pets in the same family, rather than relying on counters so heavily for mechanics.
an aquatic v aquatic, should be a longer fight as a result, and more prone to miss on heavy hits for both opponents. the upside is teaching about counters, the downside is that PvP and PvE then relies mostly on double counter pets that don't play as their family defaults. a very heavy-handed way to train what you "didn't" want to happen in training players to handle counters, but that's your issue.
the short list of double-counter pets is perhaps far too short, humanoid / elemental / dragonkin /undead / magic numbers are very low, and while that makes each one preferably unique, there are likely about ~110 / 560 pets in those 5 types, 4/5ths are in the other 5 family categories.
so there needs to be either some increased diversity in beast, critter, aquatic, flying, elemental families as they compose more than 75% to 80% of the pets available as wild pets, or just more types in the weaker areas, like elementals and magic pets, perhaps in type/counters, or in team composition, sympathetic spell types that react opposed to weather types, etc.
it's just something other than breed types, that makes generic pets more individually useful.