Right now, Cyrodiil keeps all seem to share the same basic layout, which looks something like this:
http://i263.photobucket.com/albums/ii155/Kaeldaron/TESO/cyrodiilkeep-1.jpg
You have your outer wall that needs to be breached, then you reach the inner courtyard, where you have to use a ram to break down the door to the inner keep. Then you slaughter some NPCs, get the flags and you're done.
Essentially, all keeps sieges are exactly the same. Now, for balance that's all well and good, but is it going to be fun in the long run? I'm not sure. It would be a lot more interesting if different keeps had different layouts and mechanics, and required a different approach to besiege or defend.
I'll provide two examples of fairly minor adjustments to provide alternative layouts, which I think could work well.
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Example 1: The Two Towers
http://i263.photobucket.com/albums/ii155/Kaeldaron/TESO/CyrodiilKeep2.jpg
This keep has a pair of destructible inner walls that separate the courtyard with the gate to the inner keep from a larger area inside the outer walls. The courtyard can be directly accessed from a breach in the southern subsection of the outer walls, but those walls are thicker than the others and it takes more effort to bring them down.
Unlike the regular inner keep - where all flags are easily accessible at ground level once the inner gate is broken down with a ram - there are two large towers beyond the main building, each with a spiraling staircase that leads up to the top of the towers. There's another flag on top of each of these two towers. The besiegers either have to split up their force to take control of all flags at the same time, or they can stick together and try to take the flags one by one. The defenders may be able to overwhelm the besiegers if they decide to split up. But if the besiegers stick together, they can try to run around the keep and take back the flags where the enemy is not present.
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Example 2: Draw Bridge
http://i263.photobucket.com/albums/ii155/Kaeldaron/TESO/InnerKeep2.jpg
This keep has the regular outer walls and courtyard, but the inner keep can't be accessed with a ram. Instead, there is a drawbridge over a moat that is raised by default. There are two guard towers, one on either side of the drawbridge, that hold a mechanism that has to be operated by the players to either raise or lower the bridge. Attackers can only lower the bridge, defenders can only raise it.
http://i263.photobucket.com/albums/ii155/Kaeldaron/TESO/InnerKeep2B.jpg
In order to reach the guard towers from the outside, players have to swim through the moat (OMG Argonian racial useful in PvP!). While swimming, they're vulnerable to ranged attacks from the walls surrounding the moat. The central wall can be reached by going up a set of stairs after the moat is crossed. The wall section directly above the drawbridge should be accessible from the inner keep, but this should be one-way. Perhaps through a magical barrier, or something like that. The central wall should not have NPC guards on it, so it's possible for players to sneak over it and reach the drawbridge mechanisms without fighting if they are left unguarded.
Once the drawbridge is down, the besiegers can enter the inner keep and take the flags as usual. But perhaps they could be placed on the second floor instead of ground level, for the sake of variety.
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As you can see, I was a bit bored and decided to mess around in Stronghold HD for a while to construct keep ideas
But there are many, many more possibilities for elements they could use to spice the keeps up. They could add subterranean tunnels and sewer systems to access keeps from below, traps, magical barriers that can be disabled/enabled, secret passages hidden behind tapestries, maze-like structures with hard-to-reach flags. The list goes on and on.. Or just completely different layouts, like the bases in Planetside 2.
Do you think it would be interesting to see more variety in the Keeps of Cyrodiil? Feel free to share ideas/thoughts/opinions!