I play a DRG, so any corrections to this would be appreciated.

It seems that the main difference between slaughter and secure is the LB system. I don't believe there is any real difference in skills for the two. In 24 man secure. Most everyone is in the center anyway. Still a lot of sleeps and Fluid Auras. Only thing is, BLMs can't group up and spam cometeors in secure. It means melee have a chance of getting in closer to do real damage. With CDs, its not a cake walk though. BLMs can swiftcast-sleep-sprint. I also believe there is Night Wing (Instant cast AOE sleep). Using those would allow to put to sleep 1-several people to sleep before sprinting away.

Also, casters have Equanimity. It allows casting without interruption. I don't know if it works with LBs though.

As a DRG, yes I dominate in close range, but also suck in ranged. With two skills for sleep, I have to keep 2 skills on my hotbar to compensate for the flow of battle. When one uses sprint, I combine sprint-invigorate to chase without losing. I keep spineshatter for a stun to catch up to them as well. I have Fetter Ward and Purify. The first prevents harmful ailments like sleep from sticking to me. The other removes ailments once. However, casters can still hide behind their alliance team for casting and flee before the fight gets to them in secure. They just don't have cometeors to spam in there so they have to fight a different way.

In slaughter, Cometeor is definitely OP. I've padded up to the center right into a swarm of 5 incoming LBs. The cast timer seems shorter for Cometeor than it is for Raw Destruction, and it seems it builds up faster too. As a melee, I don't have the luxury of hiding behind a wall of tanks and other players to cast from safety. I'm right there in the heat of it all. It means I'm much more susceptible to Tank CCs, WHM binding FA, sleep spells. The two PVP skills I mentioned can't compensate for all that when cometeors are being shot off so frequently. With my LB, I pretty much have to get close. Unless the target is CC'd and stuck there, they can move and flee to interrupt the cast. I'm either stuck waiting for spineshatter, or running in and hoping I can get it off. With the cast timer longer than it is for cometeor, it becomes a hassle trying to use it. Not to mention that I can only hit 1 player while they can hit multiple.

At a distance, casters have the advantage. Attacking from range and ranged CC skills. If I get up close to you, expect a right pounding and lance through your chest. I will catch you once I get close. It's the nature of PVP

However, the only thing broken here is the Cometeor. The cast time is too short for sufficient reaction time, and the frequency is x.x.....everything else is a matter of coordination, using your pvp skills, and not sucking. The caster class itself does not need a nerf, just the individual LB for casters. It is expected since its the first time they are using such a system.