That is kinda odd, like there's talk about LNC/PUG survivability but don't they also have HP cure moves. While sure other classes can make use of second wind PUG does get the enhancement of increasing amount cured by 25%. Life Surge seems pretty decent, 500 TP, 3 auto-attacks cure you and it's every 30 seconds, so if you're hurting hit it up. Unlike the MAR version which is a single attack that relies on using a TP move to get it off or a combo ability with a longer recast time.
When I look at the class abilities I see that they all serve a balanced purpose in the scheme of classes. Marauder is meant to be a heavy hitter but more offense rather then reliance on crit hits, but they also have lower accuracy. I see Lancers as a class with high accuracy and crit hit rate but they don't have the some offensive strength as Maraduer, but they do get abilities that let them sacrifice HP to perform stronger attacks and with DRG they can perform burst damage then shed hate while continuing to fight without worrying about getting hit. Puglist come off as a jack of all trades, they have 3 stances(when MNK) that all serve a unique purpose. If you are DDing Fire stance is the way to go, if you find yourself taking hit or wanting to reduce dmg from AOE physical attacks Earth Stance is the way to go, if you can anticipate the AOE then pop the stance when the time comes. If you're looking to spend TP faster or get away from mobs, then pop Wind stance and kite a group or release a flurry of weponskill combos while reducing the amount of time you have to do it again. Perhaps you don't need the fire stance increase dmg with those and are aiming to enfeeble and with MNK that's nothing to blow off with their Dragon Kick "Disable Weaponskill" combo, Demolish "Dispel" combo, or their Aura Pulse "AOE Slow" combo.
Everything comes down to a situation though and that's how the player focus' their abilities, do they mainly aim for destroying the mob right away or do they focus moreso on using combos to infilct enfeebles? Or do they attempt to incapacitate the mob to weaken it. So yea, everything is situational, but just because Marauder has a lot of power, it's pretty much all that's going for it, they can take a hit and be hit, aside from the AOE Steel Cyclone stun which is a 3 move combo or a 3k TP move,the Fracture Parry counter with a chance to disable WS and the enhance provoke that lowers ATT.
I just honestly don't see any classes needing to be buffed if you look through all the abilities you can see where their strengths and weaknesses lie and I find it to balance it self out quite nicely.