Haven't taken many screenshots, but here's on of me taking part in an RvR skirmish. Keep in mind this info I'm sharing is from experience in content levels 1-16. The game may or may not change drastically at the higher end.
With RvR as the game's primary dynamic, and the option to jump in and out of private, "scenario" pvp matches there really isn't any downtime when playing WAR at all. There is constantly something being attacked, or defended somewhere. Battlefield objectives range from taking and holding an enemy warcamp to full fledged assault on the enemy's battle keep complete with battering rams, catapults, giant bolt firing mechanisms etc. The scale of some of the RvR fights is epic.
At one point I was standing atop the castle walls firing arrows into the backfield of an oncoming assault in order to weaken the enemy for my frontline fighters below. You can really feel how significant strategy and tactics could come into play if you are facing intelligent, organized opponents.
Class balance is a slight issue but not horribly so. Tanks on both sides can deal out some pretty high dps while tanking entire skirmish parties at a time. It takes a lot to bring a fully geared out and defensive Chaos Chosen to his knees, for example.
Being a melee dps class is essentially worthless (early on anyways) as you can't stand toe to toe with or even joust any tank class, and most ranged classes can kill you on inc.
Healers are pretty well done from what I can gather in this game. There are your healers who can take a few hits and sustain themselves long enough for allies to come help, and there are healers who are extremely squishy but do well with mobile healing, making them ideal for certain situations.
Pure casters (Bright Wizard, Sorceror) are extremely high dps and will almost always dominate the dps numbers in scenarios. They are soft though and with interrupts and knockbacks they aren't really as overpowered as some people may claim they are.
All classes have a unique dynamic of their own, ranging from harvesting souls to fuel the cost of healing spells to building up a grudge against an opponent which can be unleashed for more damage output. It makes the classes feel different from one another as opposed to some games where classes are essentially mirror images of each other.
The graphics- a point of concern for many- really aren't bad at all. In fact, aside from maybe the water details it's really pretty well done. The fact that you can RvR without your video card exploading says a lot for the way graphics were handled in this game. Here's the only shot I have standing still that shows off some of the art in WAR.
My only other real big criticism would be some server side lag on occasion that leads to abilities 'hitching' before going off. This has already been improved over the past week or so and hopefully will be completely resolved by the time open beta hits. I haven't seen any of the PvE "raid" type stuff yet (aside from public quests...which i'll talk about later if nobody else does) but I've heard it's in there so we'll see.
This is just some of the stuff going on in beta now, but I'm starving so I'm going to make some dinner. I'll update this thread more in the future, and I'm sure other testers will share their experiences as well.