Of course some class has to sit on the bench for World First, but that doesn't mean you can't have them be in contention. Lucrezia finishes A4S just 14 hours and 20 minutes after Elysium. They ran MCH instead of BRD, which tells me MCH and BRD were on comparable footing.
PLD however was not in any way, shape, or form in contention for World First (neither was AST, they finally got their fixes), and MNK has had their DPS buffed a decent amount. I can't speak on SMN except that they rock A2S, but otherwise I am not very knowledgeable in that regard.
The general point here is that ideally, we would want PLD to be at least capable of making similar progress in the clear as opposed to being outright forsaken altogether. And we would want this to be true for most encounters, without limiting the encounter design to a general core formula which would reduce the game's complexity. I certainly don't think that tight DPS checks will be going anywhere in the near future. The philosophy for addressing that is that all tanks must be capable of pushing a similar amount of total damage.
There are many ways to increase total damage, which I differentiate from personal DPS. An example of personal DPS is Fell Cleave, while something generally not included in that personal DPS would be something like Battle Litany, AKA raid utility. However, there are other ways to increase total damage without granting flat buffs like mitigating more damage so that healers can put out more DPS in your place. Another would be removing hard enrages and implementing several soft enrages, such that a more defensive tank (PLD) gets a longer time frame to clear the encounter thanks to more mitigation, just increasing the total damage dealt over the DPS in a smaller time frame.
I personally think WAR is overpowered, but I don't entirely believe that nerfing WAR is the only valid solution to solving tank woes, citing Fending Accessories as an example. In this regard, if mitigation checks become hard enough such that tanks actually had to wear their fending accessories, and that fending accessories stopping sucking because of PAR, then the DPS gap between WAR, PLD, and DRK will shorten as obviously WAR scales very well with more damage than mitigation.