My PQ issues are:
If you participate in a PQ and then get pulled away (RvR, die, quests, etc.,) but you qualify for a reward you have 2 minutes to run back to the PQ area. Why not just give you the bag regardless of where you are? The goal of PQ's was to let people pass by, participate, and move on. Well that's great, but not rewarding them isn't the way to go!
PQ Scoreboards are totally screwed right to heck and back! The rolls you get are not the rolls that are shown on the board, and the placement you're shown when rolling isn't correct.
PQ's should form PQ warbands similar to how scenario warbands are formed. Otherwise, the only people that get kill credit (remember, some PQ mobs are quest mobs!!) are the people who hit the mobs first. So if you're in a group of people in the PQ, wave bye-bye to loot and XP as far as mob killing. See below.
As a healer, if I heal someone who's hit a mob they could never solo, just so they can get credit and XP, the mob now attacks me, and the person is running off to hit another mob, and be saved by someone else! I'm dying because...well, I'm a healer. Passing players have very little incentive to assist you before you die, and the cycle continues. If you reward people for assisting in RvR, do it in PQ's. Period.
I find it incredible that they would design farming areas for influence into the game. Standing there doing the same quest 3 or 4 times, and some of them are quite long, is honestly, the most draining thing I've ever had to do in a game.
I'd rather grind through 100 levels of crafting!!! Seriously.
Anyway! What's your view on the up sides of PQ, and what you think should be changed?