The balance might not be right across roles, but within your role, say you bring 15,000 DPS as a bard (just throwing a number out there, I'm not sure what people should actually expect of bards) and you bring your song buffs that were just added, your mobility, nature's minne, etc. And then say a machinist also does 15,000 DPS but has none of those tools. Then in that case the obvious choice for any forming raid team is to bring the bard and not the machinist. That means they need to calculate in an 8-man group how much extra damage a bard is bringing to the table over that machinist and adjust the numbers accordingly.
So let's say over the course of a fight that bard is boosting everyone else's damage by about 1%, and for the same of making the math easy on myself rather than calculate for every role, let's say the other three DPS do 15,000, tanks do 10,000 and healers do 8,000.
In this scenario, you're adding:
150 DPS to the other three DPS jobs for a total of 450
100 DPS to both tanks for a total of 200
80 DPS for both healers for a total of 160
That means, in this situation, for a bard to break even with that machinist, your DPS should be 14,370 instead of 15,000. If your'e higher than that, you've made another job useless. This is a balance that's hard for the developers to create and maintain, especially once they realize that a design for one job has failed making it do more or less damage than they expected it should. Then once they add those buffs to underperforming jobs it can further throw off the balance they're trying to maintain. So in your example, adding 1,000 raid increase while losing 1,100 personal might have just been the best they could do at the time to try to maintain balance, especially considering how the crit buff will scale exponentially to be more powerful over the course of the expansion.
Across roles it becomes more subjective, like I think casters should be able to output higher DPS than ranged physical if the right doesn't require a lot of movement, but that there should be encounters where ranged physical does more because they're more movement intensive. Also it becomes a point of contention like we've seen in the caster DPS community when it comes to questions like how much DPS is a raise worth? Doubly so in fights where that caster never had to use that raise, but still was penalized for having it in their pocket.
Short answer, they have to make jobs that increase the DPS of other party members weaker than those who don't bring those skills otherwise there would be no point to running the ones without. And if they made everyone have access to the same utility, people would complain about jobs all being the same.