Not really balance related, but some attention on this suggestion would be great:
DTV Rates
Playing DTV sure is less stressful than PVP servers, but there is no reason for the experience gain to be as low as it is now. Some days ago, we had a really good team with ~20 players on Istinar (small map with a lot of action, i.e. fast rounds). Afina stopped the round time from start to finish; I calculated average multipliers. Even on really high waves such as Saracens, multiplier did not exceed x1.8.
Think about new players who aren't very familiar with combat mechanics yet. They join DTV to practice blocking and gather gold their first couple of generations to get a few masterworks and improve their skills. If they are discouraged by low experience rates even with high waves on good maps with strong teammates, they are likely to quit before even entering competitive play on PVP servers.
Edit: With the skill level continuously climbing up (veterans keep getting better), the psychological barriers to enter PVP keep rising. DTV as a haven for new players could compensate it a little and prepare them.
Edit2: Are all people who are editing DTV stuff currently MIA, or have we got anyone?
I think that's a good thing to ask the devs since I'm not sure where rewards are added. I'm not really sure how DTV is handled and I've only seen like Fips editing it. Same with different xp for battle and siege. I think battle should give extra exp based on your points vs level (high points, low level = more xp) and siege give +2 multiplier for every win and possibly disable valour for it since there isn't a good way for points to work on siege. Probably going to ask the devs about that if people think they're decent ideas.
The weight for +3 bodkins should be similar to 2 stacks at 6 weight. Damage will increase a lot on the body and the head, but everywhere else would deal poor damage. Ammo is only going to increase by ~2-4 x2, but it will still be slightly lower than before the revival patch (bodkins set at 27 right now and 33 at MW to increase the amount at +0, 1 more vote is required for that thread to pass). The slot change does allow a side buckler or practice shield, throwing daggers, or 0 slot 1h. It's neat, but still requires extra skills for it to be useful.
Also about plate, heavy armor is likely to get better in general, so I think the difficulty needs to be raised above 15-16 at the very least. Only heavy gloves will be around the same armor with a bit more weight. Plate gets an extra +3 body armor, +3 head armor, and +6 leg armor for a full heavy set. Gloves, helmets, and boots aren't going to have as high a difficulty as plate armor if they're changed. 85% of 6 weight is 5.1 weight, the equivalent of 1.5 armor. It's similar to +6 armor if the weight was roughly the same, so the surplus is only +0.5, while light gloves will be toned down quite a bit how much armor they give. Because heavy gloves have more weight, agi builds will be sacrificing a lot of wpf to get that extra armor.