I say that for two main reasons:
1) It made players start fighting and doing actual PvP.
Sure it was a horrible clusterfuck of spawn camping badly tested crap. Yes it was horrible for those being spawn camped with no way out except to quit the game. And yes it demonstrated that the game simply can not handle lots of players in one area, but despite this we did actually see players fighting each other. Players doing PvP in the main PvP zone instead of standing around mostly AFK not even playing the game (not quite the point of a "game" eh?), whilst a few folks take turns to click the objective stuff and auto-complete the AFKers daily missions for them. So in that respect it is progress and is a step in the right direction. Albeit a step that led to Bioware immediately tripping over and faceplanting in a bloody mess hard on Ilum's frozen rocks.
But the main thing people will remember from yesterday was the lag. Oh... My... God... The... Lag.... In fact it lagged just as badly as the early days of WAR fortress battles, but was so worse because the number of players present in those bases on Illum was clearly far lower than we used to see in WAR. Plus SWTOR doesn't even have the excuse of collision detection complications. What Bioware need to immediately realise from this1.1 lesson is that Ilum and SWTOR will NEVER work as large scale zerg Realm vs Realm combat, that is unless they do something absolutely revolutionary with their game engine and servers. Really they need to ensure that future changes work towards making it about lots of small scale fighting all over the zone.
Not large scale combat in a small area, but instead it should be large scale combat over a large area..
Bioware's former Mythic employees should understand this, if they don't then I would question if they actually worked on WAR or just sat around smoking fags, drinking tequila and fiddling with their funky bits.
2) The major development screw ups for PvP were already made long ago.
Yup. SWTOR was already up to it's neck in PvP problems, that is if you want anything other than arena e-sport. Firstly you can not make a balanced faction based PvP campaign with just 2 sides. It has never worked in anything and the only successful PvP campaigns are in games with 3 or more factions, be those game defined factions (DAoC) or player created ones (EVE, UO). Two faction PvP populations will decline over time as they turn into farcical alt-character switching nonsense and people get either sick of being zerged or bored of the lack of an actual campaign of any meaning.
Sure with instanced PvP you can get away with it to a point, but as the insane amount of Hutballs demonstrate, you'll either have to fight your own faction or wait a long time for those instances to pop.
Then we have PvP specific stats, in SWTOR's case "Expertise". It's always a stupid idea as it heightens vertical progression, lessens the impact of player skill and means new players (AKA new customers) join in PvP and get utterly steamrolled by those of us in fancy armour. Armour that, thanks to the expertise stat, boosts our damage against players AND reduces the damage they do, essentially doubling the percentage increase in it's effectiveness. PvP needs progression to have incentives that will appeal to a wide player base, but that doesn't mean progression has to be at the detriment of game balance and neither should it serve to alienate new players. Subtle stat gain, new abilities, different appearances and a myriad of other rewards can easily be implemented and will provide more than enough incentive. It does however require developers to think for themselves and not just dump a PvP stat on "cos that's what you do for PvP init".
Finally and as already discussed, the game just can't handle lots of players in one small area. Ilum must be redirected to spread the players across the zone and encourage them to fight all over the place. Otherwise it will always be a complete failure of a RvR zone. Which would be a tragic shame because it's a beautifully designed zone in many ways and has massive potential. But as any WAR veteran knows, waiting on potential is a right bitch.
So in summary, it was of course a bad patch and will be remembered for it's many problems, but it did at least kick off some actual PvP and perhaps more importantly highlighted some major issues that MUST be addressed if Ilum is to ever have a chance of succeeding. We just have to see if Bioware realise this.