I am by no means a raider or even set foot into coil but I believe that there should be some way of telling if a DPS isn't pulling their weight. Considering there is already 2 indicators for enmity on the HUD I would impose swapping the enmity bars next to the names to a DPS meter where it is the same bars but in order of % of damage dealt to that enemy.
Allow the player to choose if they wish to have the enmity or DPS % bars much like they should be able to choose to see other players MP or TP. These 2 fixes to the HUD would make things much better. You can then see and expect to see the DPS classes in an 8 man raid be 1 2 3 4 followed by healers and tanks respectively, if a healer or tank is outputting more DPS than one of your DPS classes you could then easily see which one is not pulling their weight (or if 3 of your 4 dps have high bars and one doesn't you can clearly see that they have contributed a much lesser percentage of damage to that particular enemy). Players can still see how much enmity they have in comparison to the main tank simply by looking at the yellow/orange/red icon. Since it would also be able to be toggled between that and the enmity bar you also leave in piece of the HUD that tanks and healers might prefer to see.
This would work for a more casual aspect or the mid tier content like Primals. Hard-core raiders would still likely prefer 3rd party numerical DPS values which offer more insight into maximising potential for specific fights in top teir raids and world firsts and as such should be allowed to use them.
I say this because I know Yoshi went on record saying he did not want to add any more clutter to the current HUD or complicate things further to the player so allowing people to toggle on or off mp or tp (or both) and enmity/DPS (or both) would allow a player to maintain a similar HUD interface that is as cluttered or standardised as they wish. I would guess this wouldn't fall under PS3 limitations as it already records how much damage is being done and it already has the graphical interface present that could easily just swap what data it represents.