I can give you a clear and definite answer...
the change happened when classes were switched so you cant use archery (effectively) on a warrior.
and a mage can't pvp effectively outside the e wall range, because that means a warrior will be forced to run and chase and try stone wall a mage (because no archery) and when they get them there in and if they miss, the mage is still shit outta luck because they cant cast through stone walls,
So really its a stalemate with no damage being done until someone gets trapped in a e wall...
this is also why ice elves powers seem to give them such an advantage, instant confinement with a macro and the ability to freeze your opponent for a second or 2 making the instant confinement macro even easier to use... lol,
the only way around getting trapped by any ice elf with a horse and some what good timing is with a necro with better timing... or staying 1-2 seconds away running time from a warrior,, which is ridiculously hard to do and kill them.... lmao (I am not explaining why staying 1-2 seconds a way might save ur ass as a mage,, because in the end you'll end up in a wall anyway so it wont matter)
thats why i think the items for not really escaping walls, but eluding walls is a good thing to have.
maybe with wall reinforcements it will take 2 dispel fields or 2 mass dispel fields to get rid of them instead of 1... would REALLY throw some kinks into things

*the good kind* lmao
and it would even out the + anyone gets from anti walls.. would add tactics on both sides...
summary wrote:
1) The excess use of wall potions came to be because of archery restrictions of a warrior
2) Everyone reverts to using walls even mages because it's impossible to finish a fight outside a wall as a mage unless your opponent has ran out of walls them selves
3) Ice elves abilities are perceived as over powered (or at least more useful then everyone elses powers) due to 1 and 2..
4) a way to elude/ prevent walling is necessary... also due to 1 and 2
5) wall reinforcements was an idea to counter act the new ability of players to elude walls, or at least attempt to elude walls
Intentions of the 2 new items-
to add variety, skill, and tactic to a currently 2 dimensional trap game and none existent escape game