A2S --
A2S's world second clear with a PLD was virtually at the same time as the world first clear with a DRK. If people were clearing DPS margins on the first day of Savage release with PLD, you have no argument for why enrage is still an issue now. But this is irrelevant because both my point and Yoshida's still stand. Does PLD actually give your raid better stability? Yes. Are you going to disprove that? So again, PLD has a strength and weakness in relation to A2S. Objectively better survivability vs. Objectively worse DPS. If you don't need the DPS to meet enrage, then PLD is just better than DRK.
T9 and T13 --
No, your point is irrelevant because having highly skilled players with over-gearing says nothing about the strength or balance of a class in progression content. And, objectively, DRK does not do just as good as PLD in physical fights. You cannot argue with facts and math. PLD has better physical mitigation. Disprove that and then you can talk.
Holmgang vs. Living Dead vs. HG --
I said non-targeted immunity. How do you use Holmgang without a target? You can't. So WAR would be left without a usable immunity, would die everytime to the tank buster, and would cease to exist in the raid meta. My point was you don't buff Holmgang -- Holmgang is perfectly fine. You change the design of the raid.
AoE damage balance --
No idea what any of that has to do with the blatant imbalances in how much AoE damage DPS classes do, but okay. I guess you're suggesting that classes be given stuff to deal with their own weaknesses? So instead of nerfing the better AoE DPS classes, according to your example, the weaker ones should be buffed? So, how do you adjust FATEs, dungeons, raids and trials to account for the massive increase in AoE DPS? They already nerfed Holy and Flare. Or, you could just design content like A2S where the weak AoE DPS classes still have a very important role. One solution seems quite a bit better to me.
PvP --
What they've done is they've given PvP its own unique "raid design" with independent balancing in order to separate it from overall class balance in PvE content. You're only proving my point. They didn't make PLD's stun only 3 seconds in PvE content because it was too strong in PvP. You zone into a PvP instance and you are playing a different game which caters to a different rule-set. If you're suggesting that PLDs be made stronger only in Savage, then that is no different from adjusting raid design and tuning to cater to PLD. If you're suggesting that they just buff PLDs regardless of the content, then that is not what is happening when they make contextual adjustments restricted to PvP.
Holy and Flare --
I don't know why you're smiling because they've also been changing dungeon design to counter AoE. Ever wonder why old dungeons had massive pulls (Brayflox HM is over in 3~4 pulls, Haukke HM is similar, etc.) when new ones have gates between zones? So no, Dungeons are different than they were before. They just went the extra mile and nerfed Holy and Flare on top of that. In hindsight, did the nerfs to AoE actually stop people from speed-running? Obviously not. Dungeon design has done much more to slow down groups than the Holy and Flare nerfs. That is the point. Could they still buff PLD? They haven't ruled it out. They've just said that they'll adjust raid content as a priority to deal with imbalance, just like what they did to counter speed-runs.