Playing pvp these days shows you that there are two specs which dominate the others.
I'm talking of course about stamina warden and necromancer.
When looking at their toolkits it's not surprising that they perform the way they do.
Stamina Warden has access to:
Major heroism, major protection, major expedition, major mending from a passive, AoE major fracture, minor vulnerability, minor beserk, minor protection and 100% minor toughness uptime.
Additionally they have shalks which is a cheap AoE nuke that at base has only a 10% smaller TT than DBoS.
For comparison other AoEs have a 50% smaller TT and cost significantly more while not being delayed
--->they don't generate additional burst
a free purge every 5 seconds
2% damage buffs for slotting skills you already want to use
HP scaling heal that also offers an AoE CC useable both offensively and defensively.
Now looking at Stamina Necromancer:
They have access to:
Major defile!!! on their shalks equivalent, major protection, major vulnerability
A significant amount of % damage mitigation: 3% from deaden pain, major protection, 10% from spirit guardian and 15% dot damage mitigation
Mortal coil as a stamina regenerating heal that significantly scales with weapon damage
Blighted blastbones costing less than 1.1k stam with reusable parts. It also has the exact same base TT as DBoS and applies the second most powerful offensive debuff in this game major defile that can be further buffed by befoul while also having a chance of applying minor defile.
All this while also granting LoS.
Now people could say "but there are many things not included in the class toolkits" and that would be true.
This is also one of the main reasons why magnecro and magicka warden fall behind their stamina counterparts.
However stamina classes have the luxury of being able to fill their class's shortcomings by using weapon skills:
Spammable: Dizzying
Execute: executioner
Stun: reverb / off balance stun/ turn evil
Snare removal: RaT, Forward momentum
Major brutality: rally/FM
AoE: whirling blades/ masters cleave
Gap closer: crit rush (procs say hello)
As anyone can see the shortcomings don't apply to those specs as they have no issues getting the skills from elsewhere.
To make those specs even better they are the two specs which can build for health more easily than any other spec without losing anything, no they benefit a lot from it.
As mentioned stamina warden have a Hp scaling heal meaning they get rewarded for building tanky by becoming even more tanky.
Stamina necromancer on the other hand has lots of different heal instances coupled with the percentage mitigation from skills/ passives. With major defile they apply a lot more pressure than any other class even if they skills dealt less damage (which they don't)
Those things have put both specs into realms of viability where they can't be compared to any other spec that exists.
They render 3 of the 4 old stamina classes completely useless as they are just significantly better in any situation while also dominating every other spec there is.
Those two specs have to be brought down to a balanced state again, this should be done in a way that also makes magicka necromancer and magicka warden viable and fun classes to play while also decreasing the overall survivability of every spec in the game.
Starting this should be a complete rework of the two class's toolkits by freeing them from the 1 damage 1 heal 1 tank skill line burden which has held them back for way too long.
Neither healing nor tanking requires 5 skills --> 10 morphs along with 1 ultimate to do their duty.
Dealing damage needs a wide variety tho as PvE and PvP is so different and 5 skills just can't cut it especially for magicka classes who lack skills to compensate for short comings.
By doing this single skills like shalks and blighted blastbones don't have to be overperforming any longer as the specs will be able to have sufficient offensive tools by using more skills.
Reducing the number of defensive skills also makes those classes more vulnerable again which they frankly aren't right now with HP being around 35k on average on those classes.
For the whole game in general, Hp has to be brought down significantly again, average Hp has risen to 33k on Pc Eu in cp, it's really rare to see someone with less than 25k Hp, as most builds have more than without using buff food.
Additionally Hp scaling heals should be removed from the game or only work mediocre at very very high HP pools (65k+) as they promote a "tank meta" as you get exponentially more tanky by building tanky which is bad for the game overall.