In the recent article Zos you used a few terms to try to make people understand how you want to achieve bringing out the unique identity of your games classes, a balance between generic abilities and class play style, as well as the viability of all classes finding a place in a raid.
Draw a blank board and have clarity.
DPS, taking, healing
For starters you will never prevent people from choosing the highest DPS fotm.
You can either:
*put the resources and effort required to make trials less about dps and more about unique mechanics on the trial map, that require unique abilities, one from each unique class.
People say that it's "impossible" to manage to recruit specific classes because they are too used to Group Finder and /zone LF 9 dps. I say they are talking nonsense. Everybody has at least 8 toons in their account, and every guild can take in at least 400 people. If the players want serious effort from the game devs, let them put serious effort in recruiting guild members and raid members, just like players do in other mmorpgs. Enough with the total casual nature of PvE.
*dont bother. But stop the nerf/buff cycle.
Healing
Resto Staff should become a PvE weapon to help all classes perform healing duties. Resto staff should receive a battlespirit nerf in PvP areas.
Magika classes need two new weapons. Within these two new weapons there should be: refreshing magika play style, PvP healing options.
Tanking. Rework Undaunted into a tanking assisting skill line to help all classes tank effectively.
Stop making confusing changes to a classes role viability that affect it's identity.