True, but seeking to eliminate the meta is a fool’s errand; there will always be one, and the ill-informed will always assert its ‘truth’ (I’m not a bad player, class X just ‘sucks’). Which is not to say that reasonable balance should not be strived for, I would just prefer that balance to be less comparable than a single number. I would also prefer that the focus of said ‘balance’ be placed somewhere other than DPS, as DPS will always be naturally valued (i.e. part of the balance) and there is little reason for the game to inflate that value.
With a hard enrage you have to finish a fight in X minutes, no ifs, buts, or maybes; and as I’ve said this reduces survival to a binary… unless of course the timer is generous, which would then negate the benefits you have outlined.
With a finite resource system that timer can be variable, as the rate of resource expenditure (and regain) can be variable. This variability adds depth, as it creates a trade-off, a choice if reasonably balanced, between resource expenditure, regain, and the time for which it must last, with individual classes, and even encounter mechanics, contributing to each of these factors in some way.
Note 1: This will not create a perfectly ‘balanced’ system, at least not in the sense that classes can said to be ‘equal’, but that is the whole point; classes should be valued for the individual benefits they bring, not reduced to some number on a line (though I’m sure that will happen anyway; i.e. the meta).
Note 2: Please do not base finite resources on the current healer (or general class) design, it won’t work. The current design is for burst healers able to counter mechanics that drop the party to 1 HP every 30 seconds... finite resource healers, and support classes, need to be a much slower burn in terms of both heal speed and resource usage; similar to how damage is delt by players over the length of an encounter.
That was a failure of encounter design; i.e. there should have been a much more even mix, giving both PLD and DRK a chance to shine at appropriate moments, with WAR being a more even middle ground. (The game also needs to make it much more obvious which attack type is which as even now we have ‘magic only’ mitigation).
I do agree though that all tanks should have Provoke, a ranged emnity skill, and a basic cooldown kit (can we get some individual skins please?), but beyond that… there is zero reason for all tanks to have the same AoE for example.