Pretty sure I never argued with you. WoE and PvP are two entirely different things and you can't really compare them.
There's no such thing as "balance" in a game like this, and much less in RO, a game that's defined by it's "balance through imbalance" design, which is actually pretty clever and certainly works way better than the generic homogenization we can see today.
This game is supposed to have absurd flashy and powerful abilities and defined class roles as long as there's a hard counter to everything. In contrast, modern MMOs employ homogenization, where nothing stands out, no class greatly exceeds at anything and everything has a lot of counters, resulting in dull gameplay.
Trans era suffered from lack of ways to actually kill others, those being limited to a couple of classes, which resulted in long, dull and predictable fights, where most of skills weren't even useable. WoE SE wasn't much better with its cannon fodder formations on lp, blocking out even more classes from being able to do anything useful.
Renewal is more focused on direct damage and crowd control, fights are faster, less predictable and mistakes matter more. Yet again, a couple of classes shine and are a bit over the top. If anything, teamplay is more vital now that disabling people isn't a trivial matter like it was during trans era, people need to react faster and multiclienting isn't as easy. In this regard, you could say that being a "PvP room hero" now matters more because your personal performance, judgement and reaction are more important and droning behind others for two hours using the 2 skills you were assigned to just doesn't work as well anymore. Which is only a good thing.
The damage output of certain skills is an issue though since one-two shoting became way easier and this is where I would apply custom changes, bring down certain skills that are way over the top and boosting others that are sadly irrelevant. Nothing that would completely change the game though.
Having said all of this, I want you to recall pretrans era and how the only thing to reliably kill people was asura, with trans update, more damage was added and with renewal, even more. What you seem to want to do is to backpedal instead of advancing. There's no arguing that renewal is more complex thanks to many new mechanics and classes having more tools under their sleeves, no amount of lp dancing for 2 hours on your trans server is going to change that. So rather than backpedal, we want to slightly adjust the current mechanics to emphasize this slightly more complex gameplay while toning down things that have no clear or reliable counter and have too much of (easily applied) impact.