Dear Developers...
I have a suggestion that address the most common complaint about Sages and Sorcerers. Everyone says they are over powered, and I do tend to agree, but I don't think an across the board nerf is called for. From playing both classes I find that there are two tweaks that I think could fix their over powered-ness and yet still leave them intact for healing.
First, I'll outline what I see as the underlying problem. For sages, it's Force Armor. For sorcerers, it's Static Barrier. Both are abilities that each class automatically get at lvl 14. They absorb damage. This is one of the primary skills that a *healing* sage/sorcerer uses. Then, on the Telekinetics/Lightning skill trees, there is an ability on each that only 7 points used will increase the absorption of said "bubble" by 20%. Those are Telekinetic Defense and Lightning Barrier.
Where I see a problem is that I can take either a sage or sorcerer and put *no* points into the advanced class' healing tree, have that "bubble" and have it boosted by 20% and still be a very effective dps.
My suggestion... Make Force Armor/Static Barrier a skill that is purchased from the *Healing* skill tree, and move Telekinetic Defense/Lightning Barrier to a higher tier of healing skill tree. Doing this will keep the primary healing ability of healing sages/sorcerers intact, but will make it so that every single sage/sorcerer doesn't have it. Keep it healing where you have to commit to the healing skill tree.
But, that's just my suggestion.