I came upon this article the other day which made a point that perfectly describes what is wrong with WvW.
"One of Monopoly’s big mistakes is positive feedback, designer-speak for a mechanism by which a small advantage early on snowballs into a big, insurmountable one later in the game, which makes things boring for the other players. Modern designers tend to prefer negative feedback, in which life gets harder for those doing well. Sometimes that is enforced by explicit penalties. Sometimes it emerges by itself, or through political dealing by other players. Conquering too many planets in a game of Twilight Imperium may make it hard to defend existing territory, for instance, especially if other players decide to gang up on the leader. That helps to keep things interesting for everyone."
WvW is designed as a positive feedback game instead of one of negative feedback. I'm not going to go through detailing every little thing that feeds into making it a positive feedback game. I feel that many of you reading this already inherently understand how life in game gets easier when you have upgraded objectives and higher numbers than an opponent. I'm only going to offer some ideas for introducing negative feedback and I encourage others to do the same in this thread.
Edit: Additional suggestions from other posters.
Edit: So far most responses center around using supply as a negative feedback mechanism.