So, I haven't even logged into the game for quite a while now and from what I have seen from the latest balance patch ....nothing really changed.
Powercreep (the main reason i lost interest in the game) is still a thorn in everybodies side as far as i can tell.
Changes to specific class-traits, skills, mechanics and passives come at a glacial pace and at this rate the powercreep will be addressed in maybe 2025.
Now powercreep doesn't really matter in PvE but negatively affects pretty much everybody in the competitive modes.
So instead of trying to balance the game in a way where you tune certain traits/skills to be good in one gamemode while not breaking the other, how about we look at the main reason for powercreep and split their effectiveness according to the gamemode.
This would mean, that "Might" for instance can still be just as good as it is now in PvE, but far less effective in PvP environments, where it is a massive stat-boost only a few specs have access to. Reducing the power/condi gain to 20/20 in PvP only for instance (instead of 30/30) would already address a huge quantity of builds without having to worry about screwing over class viability for other modes by making adjustments to trait functionality.
Might obviously is just one example. Mode-specific changes could be made to a variety of boons. Super high uptimes of: Fury, Vigor (!), Protection and Quickness (!) for example all contribute to the powercreep we currently have and could be adressed in one big swoop instead of fine tuning literally every trait/skill for every possible build.
(Quickness obviously is a tricky one, since that could screw with animations and lead to a variety of bugs).
We also now that the tech for this exists. Retaliation for instance already scales differently for PvP and PvE. So do certain conditions (like confusion).