I understand there is a lot going on. I understand that pve balance needs some stability. I understand that (some) damage nerfs came. I do understand that it is still possible to do things, like, well, for example, spam 1 skill, that also evades, for like 7,331 +7,498 + 7,146 + 7,656 + 6,945 + 7,496... in the matter of seconds. There are a lot of other examples, but that's just one that the game has to offer. And I definitely do not blame players for building their characters in a way that the game rules allow for. It is what it is...
Now I did watch some of the stream with CMC, where he mentioned "tankiness", so I'm assuming the team will probably go the "wreck survival items" type route. However, possible damage numbers are still extraordinarily high. The condition system is STILL not developed in a healthy way for wvw and spvp. And I don't think another round of nerfs would look good for Anet, like at all. And if the team just waves the nerf hand over "tankiness", without making some other adjustments, then you will be asking for another negative check mark from the community because... Not only will have players absorbed a round of some damage nerfs, but then they will be subjected to another round of survival nerfs... and then we end up back at square 1 essentially. That's not good, especially when there are major things that have never really been addressed in the first place, and we are almost nearing the decade mark for this game.
So my suggestions...
1- When a player enters wvw their base health numbers are greatly increased.
2- Spend time evaluating "tankiness" and damage numbers while player health numbers are increased.
3- Eventually, make the appropriate changes to "tankiness" based off a higher health values.
4- Relook at damage numbers to see what skills need a damage buff, and what skills still need a damage nerf, based off of higher health values.
Ty for reading!