I can tell from your/OP comments you play a lot of frontline, in crystalconflict some of the issues you mentioned would be less severe. And that is what they try to balance for, for arena mode, not for frontline. And there is the source of the problem. You can't make super interesting cc arena gameplay, while leaving it the same in frontline, it will be a mess. Nerfing skills based on frontline experience, will make arena CC mode more boring too.

Ideally they give players different skillsets and rules for smallscale and largescale PvP. But it is doubtful they are willing to do that. Each addon they basically seem to redo the skills based on new e.g. lvl100 skills, they rarely do those big changes within an addon. And I guess that is the issue, if the system could use some better balancing, they don't polish it up, they rather throw it away and redo it way later. Like all we get is usually potency changes, or duration changes, rarely skill changes. While skill changes are the most impactful. (And they dont make those because of official tournaments)

I don't think I liked how all jobs in PvP are now dps/healer/support at the same time more or less. I know the issue was queue time, as some jobs wouldn't be played much like healer/melee. I rather would have seen top100 leaderboards based on role(tank/healer/melee/range), than taken their identity away.