...You do realize that most of those features you just listed, were changed because Mages got ahold of them, right? Like i said earlier, when you combine the versatility/utility of Magery/Eval/Med (not to mention the burst combo capability, which is something that Dexxers lack), with a powerful skill/ability normally associated with melee, you get OPness, which virtually everyone switches to in order to compete (thus killing your "but muh diversity!" argument).
- Death Strike in combination with the burst combo capability of Mages, was pretty ********. If the Exp+FS+DS victim ran, he died, and if the Ninjitsu Mage ran from him, the DS would ensure that the victim wouldn't chase, lest he lose a huge chunk of health, allowing the Ninjitsu Mage to turn the fight on a dime.
- As many other people said here, most Dexxer templates already ran with Tactics, before Tactics was added as a requirement for specials. So who was the Tactics requirement change aimed at? Mages. For reasons i listed above.
- The cooldown and Combat skill requirement was added to Evasion, because Mages were abusing the hell out of it in PvP. Back then, Warriors didn't have enough MR in PvP to keep Evasion up nonstop, while Mages did. When you combined the 50-60% block chance (even against spells/DoT ticks) of Evasion, with the 1.5 sec Greater Heals that heal for 45-50, it made the Mage damn near unkillable. Not only that, but it also prevented interrupts, allowing the Mage to have more consistent damage output, allowing them to go all out offense during an Evasion.
- Animal Lore has been a requirement for Taming for a very long time, affecting the control % chance, since before AoS. With the introduction of NPC Veterinarians able to rez pets, quite a few Tamers (especially PvP Tamers) already run without Veterinary. Removing Animal Lore as a requirement, and only needing Taming to control high end pets, would be insanity, especially considering the power of some pets. 100-120 Skill points alone, should not offer that much power.
- The DEX requirement was added to Parry, once again, as a deterrent to Mages using it. Parry Mages are now possible due to the introduction of Legendary Artifact gear making 80+ DEX attainable on a Mage suit. When you combine that high level of defense, with the fast heal/cure capabilities of a Mage, and it also synergising with their offensive capability, it becomes ridiculous, for much the same reason as Evasion Mages were. Another reason that Parry Mages have become a sore subject, is because with the introduction of the "Shield Bash" Mastery, Parry Mages have brought back the Bok Bok Mage imbalance, since Shield Bash is basically an improved Nerve Strike that also interrupts casts even through Protection.
- They should've kept Human JOAT counting towards the Special Move Cost Reduction. Otherwise, Humans offer virtually nothing over Elves and Gargoyles.
- 4/6 Chiv Mages were basically unkillable outside of gank squads syncing burst combo dumps. With 4/6 Chiv, Mages were able to cast 0.5 sec Close Wounds that healed for 35+, 0.25 sec Cleanse By Fires to cure poison, and 0.5 sec Remove Curses to remove Curse and Mortal Strike. Chiv Mages also had a big enough Mana Pool and MR to maintain this almost indefinitely. It was pretty much impossible to stop a 4/6 Chiv Mage from healing, and you'd expend more Mana and time to damage them then they'd spend to heal it, so they'd outlast you.
Sometimes, "Diversity" has to take a backseat to "Balance".