Wipe or no wipe: well I prefer no wipe because I've been skilling from day one, though I understand those who haven't will of course vote to wipe. Ultimately, I would prefer to have a wipe and after the reset, instead of giving us a X multiplier on experience, is to implement a skill tome that works on any tree, and give us some of those to jump start things for testing. But of course that requires development time. The other option is to give us all full builds or a buff that encompasses all the skills and remove that maintenance from everyone for right now since you are still tweaking them anyway and you want us to focus more on the talents that are in more need of testing.
Suggestions for campaign balancing: I like the idea of increased bounties for long held keeps and whatnot. Another nob, which also helps the low population in a huge world issue, would be to add events that bring people together more and provide another way to earn campaign points. An event can be very simple such as a neutral zone boss spawning and announced to everyone in the zone (but not it's location, so if it is not a static mob but a free roaming one you still have to find it). Bosses can vary in strength to support different group sizes. Another event idea would be similar to the keep bounty system, in having a group of NPCs spawn to bring tribute to a long held keep, but begin their trip in contested territory. The quicker on the draw you are, the further away it is from enemy territory. Or the other way around, NPCs flee from a long held keep towards the opposition. These events can be strategically planted to give the side with very little territory the benefit of not having to go deep in enemy territory to grab it, which would just be free points for the winning side. Instead, it forces more fights in the losing sides or contested or neutral territory. Can also make territory closer to the beachheads harder to hold for the opposition (handicap on the cap time, strength of NPC guards). This works better for campaigns with fixed teams than guild vs guild, though. One final benefit of events in general is that those who are solo might also have a better idea of what zones will be less populated based on current events, if they want to try and avoid a fight. this could be indicated on the map or perhaps a chat command to display the last X events or a persistent log in its own tab.