Ok, first of all, awesome thread title.
Second, I'd gladly give up my claim of ownership of the term "NPC Wars", if we could somehow alleviate the issue.
Now onto the questions:
1) I would agree with jhorleb to an extent - NPCs in pvp do add a tactical element to the game and certainly ease the playing of some classes (priests included). The question we need to be asking is whether the current impact NPCs have in pvp is too much or not. I claim, and will attempt to prove with my arguments and examples, that some classes and in some instances NPCs provide too much of a boon which simply cannot be ignored.
Example: currently a deep-elf sorcerer in the Midnight Council can bring 3 very powerful melee NPCs to a battle together with a store-bought pet which can be used to perform a rescue last minute save. Now, if we disregard the fact that this particular race/class/organization combo is a unique occurrence which is more powerful than other combos using the same class, we need to decide whether it is balancing to have a
single player wield such power. I say it isn't, and no matter what any nay-sayer might say (some of which may include that tribunal scouts rape sorcerers, charms can be dispelled, we can do tripple walk-in holy words, sorcerers are usually fighting unfavorable odds, charms can be dispelled, guard NPCs lured away, etc.), the fact remains that this single player is stronger than most other lone players he may encounter. That, to me, is not class balance, it doesn't even come close. In my opinion, there is no excuse or justification which allows a state of presumed (and I assume desired) class balance in which some classes are capable of fighting several other players on equal, if not stronger terms, and that the situation is considered normal because sorcs being overpowered is something we're all used to.
Example: a "squishy" priest finally comes equipped with a proper tank (and a store bought pet), which is very cool for priests who were always considered by the majority of players to predominantly be healers and not too capable in solo PK. Is it ok to take something like that away and make priests even less powerful in pvp (assuming that they actually were such)? I will answer that question by saying this; the fault that priests are (presumably) incapable of solo pvp isn't the fault of removing powerful tribunal NPCs, it is the fault of poor class design and overall balance between classes. I'd definitely like to see priests (as well as any other class) fight on equal footing with any other class, and the victor would mostly be decided by player skill and not overpowerness on either sides. (
One dares to dream.)
3) 4) I'm skipping two. If NPCs were indeed wimped, it would affect pvp in SK vastly and because of that this change should be done very very carefully and it should be accompanied with several other class balancing changes which would ensure a fairer and more interesting pvp scenario to all parties involved, regardless of class or NPC availability. I would rather have a self-reliant class which isn't completely dependent on NPCs to survive or prevail in pvp, but merely uses them as a boon to boost their power.
I'm beginning to delve into very complicated and most likely impossible territory here because in my vision of SK I imagine sorcerers who wouldn't die to two hits from a barbarian when found in a situation where they have no NPCs. My mantra for this whole affair is -
More power to actual players and less to NPCs accompanying them.
(That was way longer than expected.)