Yea man, all those gametypes are in PVP. There were multiple maps where you had to steal the other team's treasure/relic/artifact and a gauntlet type PVP map where you had to fight waves of monsters and find the key to open the chests. They even have castle sieges and castle vs castle PVP now with strategic areas you can hold that give your team bonuses.
Recently they added/tweaked skills to make melee combat even more player dependant. So you can use special swings to cancel the other guy's attacks and drain their energy, knockdown attacks, blocking skill etc.
I basically used the same strats and playing style as in Nox/JKO when playing GW, it's just that I didn't have access to different 35 abilities/attacks at once. Aiming and the way you moved your attacks were really important in Nox/JKO, that's the only thing missing from GW I think.
Now my dream game would be what you described with JKO's combat pre 1.03 fuckup except with more manoeuverability, with even more than the amount of Nox's skill/spells, Thief/Thievery's stealth system, realistic physics (where you could say set a tripwire that would cause an explosion that would send barrels smashing into enemies, sending them out of windows where they would die from fall damage), set in a highly detailed and interactive persistent world like Ultima 7.