The recent pet nerf was unwarranted. Druid already struggled competitively after they had recently granted most classes the ability to dish out and hold nearly 100% uptime of the important boons, like prot/might/stab/quick. They should have buffed something else on Druid to compensate for the pet nerf. The pet nerf wasn't just a 20% loss in pet damage, it was also a loss in the pet's sustain. Due to a loss in pet sustain, they die more often which ends up being a complete loss in pet damage.
In my opinion it's time that CA abilities receive buffs. If you really take a look at what Firebrand tomes are doing for a team competitively, or even Scrapper Support, or hell even Tempest Auramancer Support, CA abilities are pale in comparison. Right now competitively, there is no reason to use any CA ability beyond the big #3 burst heal, which counts as an attack that triggers the blind on Lingering Light, and can combo for more heal on Water Fields. The Druid needs to go into CA as often as possible to be able to break stuns and clean condis, and it needs to leave CA as soon as possible to trigger the Stealth & Superspeed disengage. So the Druid wants to preserve CA charge, not burn it on useless skills that have little to no impact at all. The #1 spam is useless competitively. The heals are so small and the damage in the game is turned up so high, that it's a waste of time and CA charge to attempt to heal with it. The #2 skill is mostly useless. The heal is too small and the single condi cleanse isn't enough to warrant any real source of reliable team condi cleanse support. The only thing it's good for is dropping it and comboing it with #3, if the Druid has a second to spare, for a source of small self condi cleanse. The #4 skill is now almost completely useless. The heal is way too small for how long this skill takes to channel, way too small. This skill is almost never worth using unless the Druid is hard up for a Water Field. The #5 skill is atrociously bad. The Druid goes into CA for defensive healing purposes, not to stand still and let players hit them while they channel an almost 3 second long cast immobilization, on a build that hasn't the damage to follow up on a CC like that. There is no greater waste of CA charge than the #5. It is rarely useful to even consider using. The only time it is useful, is vs. Spellbreaker if you get caught in CA with no Stabililty on when the Spellbreaker Rampages. In this case, the popping the #5 will grant 2 stacks of stability and allow you an escape from the CC train. Other than that, it's nearly 100% useless.
If it were up to me, here are the buffs Druid should receive to compensate for the pet nerf competitively. These buffs would modernize the Druid to the standards of other Side Node classes and Support roles, without buffing the Druid too much in terms of PvE Raiding/Fractal power. These changes may even render a useful Druid build that could be used in WvW grouping:
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