Just here to remind everyone that all balancing comes down to difficulty in different ways.

Class has raise? Makes the fight less difficult and risky should people/healers die.

Class has full mobility? directly a form of less difficulty.

Positionals? difficulty

Casts times? difficulty

Complex weave or resource management? difficulty

Lack of personal defensive or team heal options? Difficulty

Animation locks? difficulty

To pretend balance isn't done on the premise of the developers perceived difficulty is foolish. But for some reason tons of people think rotational difficulty is the only kind that shouldn't be a balance point.

And difficult tasks should always come with reward or they are not worth doing in any facet of life.

And I still firmly say: Anyone who says balance shouldn't be correlated with difficulty while talking about balance is likely a hypocrite to some degree.