I should try the PvPvE stuff before this beta ends.
I didn't notice too much difference in the combat. There's collision detection in PVE, but things like hits/movement still feel disconnected from world. Also, in PvP, TTK is really short. Combined with lack of combat information without searching out mods, and lack of impact/feel in combat, you'll often die in the blink of an eye not know why. It may be some arrow projectile you can barely see critting for huge amounts or just a NB hit.
Interesting thing (to me) is how they handle public based questing. GW2 is totally open and designed around not even needing a group. It also uses a scaling system and the Event system. Wildstar is WoW questing with shared mob tagging, but it punishes your XP and quest progress to help kill a mob someone else is fighting rather than fighting a mob on your own. TESO doesn't seem to punish you for helping kill a mob that someone else is fighting. The quests are more about Point A to Point B and reading a story, so filling out a kill quota isn't a big deal. The way it handles more players though is causing problems with the quests. Instead of scaling up the amount of mobs or spawnrate or mob health it instead creates another phased instance when an area hits a certain quota of players. Players in the same group often get split between these phased parts of an area. You can join-in the same way Overflows work in GW2, but the quest triggers and spawns struggle to keep up with the creation of new phased versions of the area. Many times a NPC won't spawn or work and quest progress is blocked.
Wildstar had outright bugged NPCs/quests. You had NPCs floating high in the air and quest items that simply didn't work. TESO has an issue that doesn't show on in their private test server because there's less players. Due to the higher amount of public beta testers, there's more phases, and the increased phasing outpaces the ability of their quest system. Instead of scaling the size of the event like in GW2, the quest and area just gets copied over into a new instance, but for some reason the quest part doesn't get properly created in the new phased version of the area.