Overall Problems Post 2.0
Essentially, Alterac Valley has become just another PvE raid instance where a PuG can walk in and easily win. Side quests and other things that potentially make the fight more interesting are overlooked because they are simply unnecessary, and doing them removes players from 'the action' and potentially loose you honor points. A group can leave 15 people on defense, send 25 in on offense and easily win the match. There is no need to upgrade the armor of the NPC units, send cavalry attacks, or summon the raid boss. Battles have gone from the former multi-hour strategy matches, to footraces to the opposing base. It's simply a matter of which group of 40 people can reach the opposing base first and kill the leader, which, in itself, is painfully easy. As of patch 2.4, when Season 4 was released and Season 2 became available as Honor gear, every single Alterac Valley seems to be a massive zerg without any thought put in to the offense except "CAP THEIR BASE NOW!!!". Honestly, if I am playing Alterac Valley, I get about 5 of my friends to go back capture the towers. Bunkers/towers are rarely ever defended after the capture timer has started. The game requires many changes if it is to return to its former glory.
(From Horde perspective) As a Horde Paladin player, Alterac Valley frustrates me very much post 2.4. In Patch 2.4, the Horde's starting cave was moved back about another 30 seconds of running. This gives the Alliance a much closer starting point to the Horde's base, and the Horde ends up reaching Dun Baldar much later than the Alliance reaches Frostwolf Village. If you pay attention in Alterac Valley, you should notice that the Alliance will always start on the Relief Hut flag before Horde even reaches the Dun Baldar bunkers. This is due to the fact that Horde: A) has no defense whatsoever and B) The Alliance starts much closer and you can't get interrupted while capturing the flag at the Relief Hut.