Put aside for a moment all the crashing cities and fortresses, overpowered crowd control abilities, class balance issues, and general bugs and performance problems in WAR. Does it not seem that for a game that was supposed to take RvR to the next level, it actually seems to have devolved it? If the holy trinity of class-balance is healing, tanking, and DPSing, it is my humble opinion that the holy trinity of RvR is the zerg, PuG, and gank group. I'm simply left wondering, where have all the gank groups gone?
The previous paragraphs illustrate what is hindering gank groups from gaining traction in WAR. With a few minor shifts in design, I believe it is possible to reunite the RvR trinity.
Step one is to overhaul crowd control. Every class should not have an arsenal of debilitating CC abilities like they currently do because combat becomes less about strategy and more about button-mashing CC when many players gather together. Step two is to place fewer rewards on objectives and more rewards on player kills. Step three will arrive with Land of the Dead if properly implemented. Hopefully, the zergs and PuGs fight over the main RvR campaign and there will be incentives for gank groups to do well in Nehekhara. Either way, the dual-endgame focus should split up the zergs substantially.
The final step lies with the players. Mythic can only guide us so far and unless more guilds are willing to organize 6-12-man gank groups, they simply won't happen in WAR. A PR push from Mythic might help but the best chance for this to blossom will come when a few pioneering guilds take up the mantle and own it. Open challenges on server forums are highly encouraged!