This has the potential to be really good, so long as the server doesn't follow the typical Outlands tropes.
1. Large rebel groups -- and to some extent, conscript groups as well -- need to be accommodating to new players. There have been countless failed Outlands servers that stagnate because two or three isolated groups sit on opposite ends of the map and only roleplay with each other until they eventually stop getting on. New players should be able to find a settlement and join it without being told to fuck off.
2. There has to be a degree of automation. Constant admin involvement (usually in the form of events; go here, do this, grab this) only works until the admins get tired of being involved. This mostly happens because a player or group of players dislike how an admin has dealt with a particular situation, and either the player or the admin quits.
Automated script and NPC spawns tied to the server's current population might be a good thing to have. It's the Outlands. It's dangerous. There's also a lot of stuff in the Outlands.
3. As long as the balance is favorable to neither side, the war of attrition will make for a great experience. Most servers create arbitrary OOC rulesets so that one faction does not immediately steamroll the other, and frankly, it really pulls you out of the game. The factions shouldn't be steamrolling each other right away because they're equal in strength, or there's an IC reason for it.
I have faith in the staff team and player leads to handle these issues. I've been waiting for a stable Outlands server for a long time.