Hey, guys its another patch and after testing I would like to share my observations.
So as of 1.0.5 the hatchet, GA, and hammer bugs (against all odds, bloodlust, and outnumbered) and have been fixed meaning they are returned from god tier weapons to very good.
Fire staff and IG and all other AoEs have been fixed and now do their damage and/or effects meaning all the mages can enjoy doing their AoE damage and running from the melee 
The life staff changes haven’t done much to the power of the weapon. will low CD heals and high healing output as well as decent damage and healing coming from the basic attacks. I have seen a surge of new styles of paladin builds.
Currently wars are way less laggy only having a spike or two making wars feel good and become much fairer and enjoyable fights. I have seen allot of companies that may have abused weapons or exploits now losing the land they once held due to them lacking the skill to keep it.
The biggest thing for PvP is the removal of the damage mitigation from resilience and onyx gems etc. Everything seems to be doing more damage currently and the TTK (Time to kill) has increase drastically. For wars dealing with the defending cannons has become way more valuable then before.
As for outpost rush the ability for multiple brute tokens to be creased from multiple people putting in azoth at the same time has been removed. only 1 brute token per 500 azoth will be created at a time. Additionally people are no longer able to leave the spawn room early to gain a unfair advantage in outpost rush.
Objective control has become much more of an importance. getting baroness and brutes are huge and normally the first team to spawn a brute will win the match. and double bruting middle outpost will nearly give you a 100% win as they will help prevent flanks and assaults.
I appreciate any feed back or anything that I would have missed.