Utogi has a point, because the pvp festival right now IS lockout content and catering those already powerful. It is giving close to nothing (except being cannonfodder that is also insulted) to a large group of other players (i can't say, if this is the majority or not on pvp servers...i guess not, because a lot of population filtering over the years. But it affects new people and returning people).
But he is only partly right about the design. For some quests it is worse than others. Some just need a tiny tweak to be great, others are really bad per design.
The great point in this festival though is, even more with daily pvp quests, that they kind of make it more likely to find pvp and they give the infrastructure (again, maybe with a few tweaks) for organized and consensual rewarding pvp. Many situations lack the fun there atm, because you only see the same big guilds and people handholding there (many of whom i at least would not want to spent my time with or could expect fair sportsmanship), but that is also a population problem.
If you look past this and imagine how it COULD be, with either more people or less ignorant/aggressive/elitists playing those events, you would see, that it is not so bad. Problem is, that these kind of social players are usually somewhere else now in numbers, with the remaining players on fury propagating a "lockout" or "domination" philosophy. You either play by their rules, their guilds, their builds etc. or you are out and get mobbed. No room for variation, test runs and a sportive environment atm.
Bottom line: The design flaws fall into the "can be solved" category. I am not so sure about the population density and the environment encouraged by design (grind, learning curve, onesided rewards, exploits etc.) over years. But if you keep the design flaws and the "reward the already strong" philosophy, these other two will certainly not get better.