If this is the goal then you have two things kind of working against each other because the problem came with a very big change, that being Issue 13.
If you want things to be accessible then they have to make sense. Part of the problem with PvP is that people have to basically re-learn the game, that is, "PvP Effects", "Diminishing Returns", "Templates" (AKA inherited resistances based on AT, etc). WoW PvP was successful (well, not anymore...) back in the day for this reason, your character was the same as it was in PvE as it was in PvP. That meant things made sense, people didn't have to re-learn the game they were already playing - much less their character, which is the real crime - and so things went moderately smoothly.
The first two are really the killer because those are what make the game not make sense - and that's what'll really turn off someone new. They already spent time learning their character from 1-50, and just because they went into a new zone all of the sudden their toon interacts with things very differently. It'd be easy for people to be told, "Oh yeah, these AT's are too (X,Y,Z), so they need baseline buffs to compete." (inherited resistance), but that's not currently the case, and I'm not even sure you'd need inherited resistance with Incarnates/modern IO sets/etc.
Honestly with incarnates and new IO's, if the mechanics weren't completely different, you might very well have a fun game again.
Though the PPM stuff is real bad. Maybe make it so only one proc will function if multiples are slotted into the same power. Can't say I see many PvE people abusing the PPM, so I don't think the change would affect much.
TLDR: What Gibson99 already said.
Edit: Kind of silly that the things that were good back pre-i13 (regen) were made better with the inherited resistances. Why does a regen get +res? Isn't sustained damage supposed to be the weakness?