DRG has the lowest potency loss on missed positionals, and MNK/RPR have the highest outside of TA. DRG is scheduled for a 7.0 rework anyways, so I wouldn't be surprised if they move it more towards being an entry level melee for people feeling anxious about positionals.

I think the core problem is that a fight designer has to be able to see what makes content interesting for different roles. Wall bosses are aesthetically exciting but boring for melee. Bosses with lots of movement, smaller hitboxes, and single pixel uptime spots are really fun for melee. I'll take the risk of a tank not knowing how to position correctly any day if it makes a fight more engaging. I think that if fights are appropriately designed, then the current positional mechanics are fine. True North won't be enough any more than Swiftcast is in an appropriately designed fight, as you've no doubt seen in the later fights of this tier.

DPS parity should be the standard across all subroles. The only reason that it isn't is probably to force the current 2/2/2/2 setup. I really think that they should just merge down ranged and sort out this raise business instead, so that they can level the playing field.