Ok, my thoughts on the current Test Snap Campaign so far.
First off, taking away the ability to create minor and exploring disciplines is a major no no. If people have to get these from warbands, then we can pretty much kiss our casual player base good bye. If they need to do combat in a pvp zone to get these disciplines, but yet cannot fully reach their combat potential then it's a problem that feeds upon itself. Warbands are challenging enough for a group of fully kitted players in top gear with all disciplines and that's not even considering the fact that (and it will happen), a stronger, better outfitted group will gank them either to take what they've earned, to grief them, or why not both? Add to the fact that guilds will be camping these for days on end to look after their members is only going to chase away potential future players.
Furthermore, the fighting for disciplines will slow down the player economy drastically! If people have to go out in basic gear, pray they can make it through the war bands, hopefully not get ganked, level, and only then are able to craft, it is going to be quite awhile before we see any serious crafting progression.
While I do appreciate a challenge, having the game adjustment curve so steep at the beginning will chase off potential customers. The fact that outpost guards can take a legendary human vessel in legendary gear (including jewelry) down to half HP from an enormous distance does not bode well for new players. The mobs on Test are incredibly tough. Yes, I'm sure there is a want for more group play, but keep in mind a group of legendary vessels in legendary gear were just able to hold their own against these war bands. While no one died, we definitely had to keep on our toes. If this is the case, then what in the heck are new players in intermediate gear with no minor disciplines supposed to do? And again, this is just the warbands. I've not even put open world PVP into the mix.
Now that I've stated the problems (which are easy), I have a suggested solution.
Have tiered disciplines similar to player gear. Sure you can craft all the disciplines, but if you want the epic and legendary versions, then put the items for these on the warbands. Yeah, they'll still have to fight for them and there'll still be pvp ganking, but at least we're giving these folks a fighting chance. A person who is new to the game is more likely to stick around if they can get a taste of what is to come as opposed to simply denying them access to key game functionality outright. Meet in the middle, give people a chance to get to a middle ground where they get a taste of what is to come, and then if they want the top tier gear/disicplines/resources then by that time they will know enough about the game to do what needs to be done. The current path is only going to frustrate new players and cause them to quit. Sure you're looking after your hardcore players, but like every single MMO that has come out in twenty years, these folks will eventually hit your games peak and will simply leave (unless you keep a steady stream of content coming, more work for you). The casual players that you will rely upon to keep your coffers full will long be gone. You do this game and it's customers a great disservice by making such draconian change.