These ideas have come up before, so please forgive me. I'm simply starting a thread because most of this constructive criticism has been buried beneath mountains of whine. I'd like a serious thread to be readily-available for the game designers at ANet.
1) Unlocking skills through PvP
Let's examine potential problems with this. First, being exceedingly good at PvP (or alternately facing exceedingly bad players) will over-reward you. What do I mean? If you gained one skill per victory (not per fame, not per rank) then a truly hardcore PvP player will unlock all his character's skills inside a couple weeks. Faster if he's really that hardcore. If you gained one skill per fame, said players would be able to unlock skills incredibly fast. Even taking premades to start a collection would be viable.
Both of these solutions screw PvE players, who do not really gain skill rewards at regular intervals just for playing: they must specifically finish quests or buy skills. They must find skill trainers who are very out-of-the-way. They must capture elites in annoying places that, due to farming-prevention, have been made royal pains in the ass.
The second problem is how it's regulated. Should it just be a random skill? Should it be a random skill you haven't yet unlocked? Should it be a random skill you haven't unlocked for your current primary or secondary profession? Should it be a non-elite? How do these players gain elite skills then?
I thought about it, and here's my solution: maybe a skill-based reward could work like sigils do now. Three people in your group, after winning a round, each have a skill unlocked (which is currently NOT unlocked) from their primary or secondary profession. Why is this good? For one, skill unlocking doesn't happen too quickly. We don't actually *want* everyone to be able to unlock all skills quickly, otherwise we'll lose players once they have all the Pokemon and get bored with them. Two, it's harder to abuse. A player who clearly isn't useful to a PvP group will have a far smaller chance to earn a skill unlock. This helps prevent leeches (aka the guy who caps and leaves) from flooding the tournament to unlock skills. That guy will still try his best, but it may not be enough.
How is *this* abusable? Well, for one I'd assume if you have all your skills for your primary/secondary unlocked you never get the reward. That will make some people cranky, but it would also mean guilds could *ensure* three people always get skills by filling their team with fully-unlocked players. This would mean a rise in PvE builds designed specifically to unlock skills though PvP. Again, I'm not saying there are players who have *every* skill unlocked--I'm saying there are players who have every skill for their current primary/secondary profession unlocked. This could easily be regulated by forcing the reward no matter what. If I have all my monk/elem skills and I win the "skill lottery" I don't get a reward. Alternately, maybe I win a signet of capture. I think I shouldn't get anything though. This ensures people can't just farm skills through PvP wins early on in the tombs.
So again the question comes up: what about elites?
This is probably the topic I"ll catch the most crap over...I think elites should be rewarded for holding the Hall of Heroes. "BUT OMG BBQ FFS WWJD Those pepal alrady get lotz of loot and exps and sigals!" Yeah, they do. But it's another carrot for people to win the HoH. The people who win the Hall of Heroes already take elite skills. They may not have them all, however. So if holding the Hall ensured the same method of reward, only with elite skills (3/8 chance of unlocking) then that seems nice. It also means you don't over-reward guilds/players who can hold the Hall for long periods of time.
So there's one last problem I see with all of this. What about PvE players who PvP? Unlocking skills isn't really that attractive to me. I have the skills I want in three subclasses and change that as I see fit. If the reward is just the *unlock*, then I'm screwed. I don't actually get the skill, which means I still need to buy it anyway or cap it. Is that fair? I think it is. I think it's fine because I don't think a skill point is that hard to earn. If I'm using a PvE character to PvP it is MY BURDEN to ensure I am up to the challenge. If that means playing PvE to get my skills I will not whine about it. Will others agree? Somehow I doubt it.

2) Unlocking runes through PvP
I hate this idea, I really do. But I need to be even-handed and fair, so I will.
Why is this a good thing? Theoretically PvP players can't unlock runes at a reasonable rate. I'm not sure if the chest drops salvage items, so I cannot say conclusively whether or not they even have a chance. I will say, however, that the rate at which a PvE player unlocks runes is not astronomical either.
You can't apply the same solution as above to this. Why? There aren't 75 runes per class to unlock. There are usually around 15-20 total, including minors and majors. That said:
Let one player per victorious round unlock one run for his primary profession or for general professions. For the first round, let this rune be minor. For the second round, let this rune be either minor or major. For the third round, let this rune be minor, major, or superior. Do not give this reward to players holding the Hall of Heroes. Do not give this reward if the player who is selected to unlock the rune already has the rune unlocked. Do not give an actual rune as a reward, just the unlock
"OMG WTF BBQ AFIAK what iz dat all aboot?!"
Well, first of all runes are empowering in a more universal way than a random skill. Second, there are fewer to collect so they should be slower to unlock. Third, arena victories come more quickly than rare salvage items. If they don't come more quickly for you, then the problem is yours, not mine. :P This system allows PvP players to get runes for their new characters without flooding the market with new runes. It also enables PvE players to do the same. It also ensures you aren't unlocking all the superior runes simply from having a great team...you only get runes for your profession, which means you must prove your worth with other professions to stand a chance at unlocking their runes.
How is this abusable? I'm told you can salvage runes from PvP char armor. Is this true of runes you apply through character creation? If so, that should be fixed ASAP. Other than that, I can't see a way of abusing this. If you win the third round you're going to be rewarded with a 1/8 *chance* to get a 1/18 (for the sake of argument) for a superior (whatever). This means a lot of winning to unlock all of those runes. That's good. It also means you're getting a reward for getting this close to the Hall.
"BUT WTF if ur leet enuff to rawk teh HoH u shud get ubar lootz better than every1 else!!!"
Why? Part of the delicious incentive here is to *take* the Hall, not hold it. How interesting it would be if guilds were actually giving something up by holding the hall (and favor for their server). We'd see some guilds and groups lose the Hall on purpose to get rewards again, while others would not. Frankly, I think it's sort of cruel and amusing in its own way...and balancing since again, HoH guilds/teams tend to stay there for a long time.
So I welcome any positive or negative feedback and apologize to those who have said similar things in any form, no matter how specific or thorough.
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