In my view this ranking of classes in the various requirements makes us can see more clearly the issue of specialization of each class in some specific function, both in pvp and pve or gvg. However I believe that only the ranking of the classes without evaluating the interaction of the skills between each other considering the synergy between the classes is not enough to be able to analyze the game as a whole. Much of what I have observed is that the need for change and balance comes from efficiency or deficiency in the synergy of the skills of the classes in the various branches of the game, pve pvp and gvg. I hope that if there will be a large balancing of classes, it should be taken into account mainly the effect caused by the combo of skills interacting together with guild skills and also with equipment such as items with stun. We saw that when the mage class stopped interacting with the stun staff in their area skills, it caused a major change in the goal of the game, simply by the absence of an element that increased the efficiency of their abilities. I believe that this assessment should be made by developers including the equipment and new items and talents that have been introduced into the game.
Another point I would like to be carefully evaluated is the volumetric and population question. This issue is more clearly seen for example in a war where the volume of population caused by numerous mobs and totem invoked provides in a certain way also a form of crowd control and this type of control should also be considered when ranking classes according to specialties.
Finally, I believe that for this balancing to be done more absolutely, the issue of versatility between all classes should also be considered through the three major areas of the game (pvp gvg and pve). We see that some classes ended up becoming too much specialized in one of the three major areas (warden, druid, shaman for example) and this is one of the reasons why the class ended up leaving the meta game.
All classes should be viable in a decent way in any of the three major areas of the game, without necessarily being at the same time. Builds must be assembled in ways that can allow a player to use the well-performing class in the branch he chooses to play.