I don't know nearly enough about the new campaign to comment on that, so I'll stick to my concerns on the new RvR Renown system and Armour/Weapon sets.
Short version - I'm not a fan of vertical progression, and have grave concerns that while increasing the Renown cap to 100 and introducing two more tiers of Armour and Weapons will be of great appeal to long-time existing players who already have RR80 characters with full sovereign armour and royal weapons, it will however only serve to turn away players with relatively new Lv40 toons, and more importantly any future players. They already struggle to compete with current high end toons, and moving the end-game goalposts even further away will only inspire players to give up because the end simply seems no longer attainable.
So, my concerns are thus...
* Potential new players may be put off from ever considering starting the game, with such disparity between RR40-100 in Tier 4.
* Existing players with low level 40 (and sub 40) characters may turn away from the game if the end-goal (RR100 and end level gear), appear so far away as to be unattainable.
* Existing players with low level 40 characters may turn away from the game if they feel they cannot accomplish something in the face of RR100 characters (a problem only amplified by forcing high level and low level players together into scenarios and city instances - at least in the current RvR lakes there is room to outmanoeuvre if you are outgunned).
* Players who can't stand the current Scenario grind for competetive weapons, may turn away from the game at the prospect of even more impossibly long scenario grinding added in for the next weapons.
My suggestions...
* In theory, I have no issues with RR100. Proposed renown system needs more options though, and more subtle ones. Branch out, not up. Nobody needs guys like Axewoof getting even better at what they do, or worse, 100 other tanks being able to use these renown points to come close to mimicking what Axewoof can do - only with the capacity for damage added in.
* New Armour Sets - again, branch out, not up. Instead of making more powerful, harder to get armour sets, make each of the three sets (soveriegn, warpforged, doomflayer) equally attainable, equally powerful, but specific to one of the three paths available to each career. Using my Engineer as an example, Sovereign could specifically benefit the Rifle tree, Doomflayer specifically benefit the Grenadier tree, and Warpforged specifically benefit the Tinkerer tree - giving them a use beyond just being a more powerful copy of the last set.
* New Scenario Weapons - Make them (and all their current counterparts) reasonably attainable through other means beyond grinding scenarios over and over.
Long-winded personal rant (feel free to ignore)...
For me Warhammer Online is my first MMO. I'd always been curious about World of Warcraft, but what always kept me away from the game was the vertical progression - I'd always bee too scared to try it out because (valid or not) I thought I'd be starting the game so far behind every other player that I'd never be useful... a feeling that only continued to grow the longer I put off starting the game and more I read about the ever-increasing levels and gear with every new expansion. Aside from the Warhammer IP, what really drew me to the this game as a new player was the ability to start off from the begining on equal footing with every other player, and the promise from Mythic that my character would always be viable - a promise they delivered with the chicken mechanic, seperated tiers, flag/unflag system, and the artificial level boost for low level players in the RvR lakes.
Personally, I've been in the game since launch, and only now when my Engineer is finally getting close to the end, have I begun to concern myself with progression. I used to play for fun. I didn't care about renown - more often than not, I was volunteering for rewardless scouting duty, providing advanced intel of enemy movements so our troops had time to respond. My gear has always been below average, but adequate to the task (I was still happily using my influence weapons right up until the scenario weapons were introduced). Something changed though, and with the greater focus on the city and scenarios, and greater disparity between gear (ie, everyone starting to sport the previously rare sovereign), there became a desperate need to farm gear just to compete.
For my part, I don't want to competing for the gear itself - I want to be competing on the battlefield against relatively equal opponents. I want to finally be done with chasing stats and be able to simply customise my character exactly how I want and spend the rest of my days happily in RvR - I'm kinda reminded of Oldroar and retirement, except that it's becoming clear that in-game my Engineer is never going to see retirement. He's never going to see his hard work finished and get to relax and enjoy himself at the end. He's never going to be on equal footing with his opponents, because there is always going to be better gear around the corner.
With scenario's in particular, I wasn't much a fan of participating in them to start with, but grinding what must be well over a thousand scenarios by now has most certainly drained every last ounce of fun out of them (and even long after Mythic disuaded afk'ing, I still find players filling scenarios that don't even attempt to win them)... and I'm still over 300 scenarios away from earning even one pair of Royal Weapons (let alone accessing the other 3 available weapons should I make a poor choice or want variety).
Personally, in my ideal version of Warhammer, there would be no need for tiers. A new toon could potentially compete with a top-end toon (much the same as RR40-80 was before scenario weapons and sovereign armour was commonplace). There would be no need for an apprentice system, level boost, or chicken system to level the field. All those maps from tier 1-3 that serve no purpose beyond levelling would be tied together into a giant overall campaign system and remain relevant no matter what your level. It's a nice dream, but the current game is probably too dependant on vertical levelling to ever be adapted/converted to such a system.