now here is my thinking upon this situation, the main error that Bioware has neglected to recognise is the fact that most people who complain about how much damage another class has over another is in fact a very minimal amount of players, those who dont actually have the best PVP gear vs those who have it, those who do have well over a 10-15% bonus to damage and damage reduction, those who dont have the gear end up getting swept under the rug as if they dont exist. to help balance this situation anyone who has battlemaster (also known as Rank 60) should be placed in a bracket all their own, just simply because should the entire team on the other side have all battlemaster geared groups and the other side doesnt, the game is roughly a complete loss to those who dont have the gear in the first place, i for one consider this the most logical fix however, it wont happen simply because there wouldnt be enough people to pvp at that point.
therefore what i propose is this, a nerf to the expertise gear so that there is a noticable difference but not so much as that people who dont have the super high end expertise gear have no chance at defending themselves, when a consular can hit you for 3k crits with a rock throw and then follow up with their slow effect that ticks for 3k with a chance to stun you or vice verse, there is an obvious impossibility of recovering, especially if there are two of them doing it to you.
also instead of nerfing (for those who dont know a nerf is a visible if not drastic reduction to a class characters abilities, a negative and usually destructive issue) classes you should be balancing them, balancing doesnt necissarily constitute a reduction of damage like most people seem to think, instead what i propose is this, fix the break free ability to make all classes immune to being re-controlled for 4 seconds, this should fix many issues pertaining to CC-locks and preventing certain people from being stun-locked/controlled for longer than 5 seconds at a time,
another thing is the fact that most melee dps have a major issue in pve maintaining damage. in this situation there are many fixes to accomodate characters who like to be up-front in battle, you can either increase the average damage they do, or you can provide a means to alleviate their necessity to be super close range and instead allow them to be 10 meters away from the mob in question(or provide additional skills) to provide more consistant damage, both means will provide melee dps in pve and pvp a way to actually have a fighting chance against ranged players and give them more time to get away from not only game mechanics, but also provide a more stable dps range for their respective classes.
for ranged dps, they are right where they need to be, for smuggler and agent classes they need a significant revamping of multiple trees, concealment does effective spike damage, which is their class in general. however they lack the energy to provide stable dps and end up slacking midway through a fight, this also goes for most any of the agent trees, since i have no smuggler i cannot say yes or no about it.
healing operatives need either a major boost to energy regeneration or a skill that provides a 15% reduction to all healing skills energy requirements. they are by far the weakest healing class in the game and need major amounts of gear in order to compensate for it since after 4-5 healing spells they are at 50% energy and due to diminishing energy regens they begin to falter after big hits in peoples health.
if any bioware employees read this please review and submit to devs perhaps these
suggestions can make your game better overall and provide community satisfaction across the board.