These comparisons are total poison in RPGs and the permanent balancing of classes, does not serve the depth and gameplay of the classes, it serves a sports game.
And this ends up destroying values of the games, as it always was.
RPGs of this type are not about comparison. This is a plague that has been brought in and pretends that this is the point.
In RPGs, classes need depth and uniqueness, even in themselves versus skills, you need to clearly differentiate and create different game modes that feel totally different.
To do this, serve class stories strongly and create attachment. Design the world in such a way that you can find content with your class and skill that is completely different again with a different skill, even from the localities.
A werewolf druid will find his teachers and his clan somewhere else than an elemental druid.
But this means again that reskilling can not be the purpose, but that you have to decide and so on.
It is always this tendency to this sports game, which prevents deep RPGs, because these things can not be combined with each other.
Either RPG with incredibly strong world and progression, or sports game for numbers.
Because people always choose the last option out of simplicity, the RPG genre has hit rock bottom in the online realm. MMORPGs in particular have suffered total shipwreck here, and the Diablo series as an aRPG also has constant problems with this. This has already been seen in D3 and whether D4 will really be different? So far speaks rather less for it. The classes are basically already the same in the one mechanic and the game already looks early after progress into the endgame.
It will probably only be a matter of time until the real core of the game reveals itself to you and ultimately the game and its world will not survive this and become another irrelevant tutorial as already in D3, so you guess it somehow.