many skilled wvw players are leaving the game/mode entirely because it isnt fun anymore at this current point and that is degrading the quality of fights overall. boonballing is simply making wvw become a k-train fest and pve mode. we were all beginners in wvw once and we all learned by dying over and over again. we learned how we died and got better from there . if you want to retain new players in this mode, you need to show new players how fun fights can be. boonballing doesnt make fights fun.
you need to understand that the whole point of wvw is for fights. if fun fights dont happen and no one is actually dying (because of boonballing or otherwise), players will stop playing. structures and sieging puts you in different situations in which fights occur in and thats what makes it fun. capturing structures without any resistance and ktraining is no different than pve loot/meta trains.
with a nerf to boonballing, when equally matched teams fight each other, there will be decisive moments when a down/kill can occur and that swings the whole fight. if you ever seen a proper gvg before in the past, you would understand what its like for equally matched teams to fight each other on equal footing.
with boonballing, fights dont happen because when you see a critical mass of players in a group, you simply just avoid them and dont fight them at all because you know the fights will not yield anything and are meaningless.
any pvp game mode out there (in or outside of GW2) should be skill based. if you are a better player, you should ideally win fights outnumbered or not. it seems like what you are advocating for is you want to level the playing field by making it not a skill based game mode.
wvw is the "different pvp mode". if you have forgotten, wvw stands for world versus world, meaning player versus player on a large scale. it seems like what youre trying to advocate for is a large scale pve raid mode. wvw isnt that and should never be that.
i agree exactly with what @Dawdler.8521 said here.