What if we reworked our conditions to be more like the ailments and abnormalities in Monster Hunter, and Sekiro (yeah I know 99% never heard of it). Basically conditions would have the following design philosophies.
With that being said this is how I would rework a few conditions. For the sake of PvE, lets just make a duplicate list of conditions that only apply to PvP and WvW, and leave PvE alone.
Burning- Inflicts high burst damage, over relatively small duration. Can be inflicted in AoE by.
Does nothing for the first two seconds(or whatever the exact time it takes to regenerate two dodges from 0). After this grace period, you take damage equal to 40% of your maximum health over the next 4 seconds. _Can be immediately cleansed (even during the grace period) by rolling twice, or rolling once in a water field. Leaping/rolling through an ice field will convert the condition into 3 seconds of invulnerability.
Debilitate- Combine immobilization, chill, slow, and cripple into one condition that drastically impairs your target's mobility and ability to be aggressive. Can be inflicted
15 seconds. Does nothing for the first two seconds (grace period). Disable the player's auto-attack. All other skills/abilities take three times as long to activate. Movement speed buffs are negated, and the player's movement speed is reduced by 10%. Changing weapons or attunements will instantly reduce the remaining duration by 8 seconds. Entering or leaving an elite transformation automatically removes this condition. Leaping through lightning fields will automatically convert this condition and its remaining duration into superspeed, quickness, and alacrity.
Panic-Combine fear and confusion into a condition that punishes clustering.
5 seconds. Upon infliction, all allies within 600 units are also automatically inflicted as well. First 2 seconds does nothing (warning period). At the end of the 3rd second, contaminated players lose 20% of their maximum health if they are within 300 units of another other allied player. At the end of the 5th second, players will become stunned for 3 seconds if they are within 300 units of another player. The damage is treated as if it were an attack, thus can be completely avoided by two well timed dodge rolls, or the appropriate amount of invuln/evade/block frames. Blasting/leaping/whirling in the vicinity of a light removes contamination from yourself (exempts you but not others from being harmed). Alternatively, you can try to spread out.
TLDR: Make conditions much stronger, but infrequent. Countering conditions (outside of complete avoidance) should involve crisp evade timings, environmental interactions or teamwork as opposed to relying on 1-2 professions to spam their cleanses.