The current problem of assassination rogues stem from some dynamical facts. The problem is survivability and damage time. Let us evaluate the two types:
Direct Damage vs DoT Damage.
In the context of damage throughput, it is important that DoTs > Direct Damage, because with a DoT, you spread your damage out over time, giving healers a better option to heal it, and gives certain classes/races an opportunity to remove that damage, before the DoT is done. Furthermore, DoTs give your opponent a longer range of time to react to you, which means with DoTs you have more time to take damage than with Direct Damage. My Survival Hunter regularly dish out 70k Mongoose Bites, that damage output is far more than what my Assassination Rogue can produce in a full DoT timer. Retribution Paladins regularly crit for 100k+, again with Direct Damage. When the Direct Damage has hit, you have lost that health and you can no longer interact with it, thus with Direct Damage, your window of opportunity is not there.
The problem with assassination rogues is now that our DoTs do less damage than what many other melee classes can produce in Direct Damage. THEREFORE DoTs of Rogues HAS to deal much more damage, otherwise, what is the point of doing 100k in DoTs over 18 seconds, if a class can contribute 1 million Direct Damage using globals in the same range of time? As an Assassination Rogue, I also cannot stack my damage, so I cannot get multiple Garrote tics, I have to wait for the Garrote to finish before I can apply a new one. In the same time, a Direct Damage Melee Classs is free to use the same damage abilities within the same time. As a Survival Hunter, I am not limited to using my Mongoose Bite every 18 seconds, instead I can dish out 70k crits multiple times within a short span of time. The same is true for Retribution Paladins and I can continue with many of the current PvP dominating melee classes.
In the context of survivability, when you deal DoT’s instead of Direct Damage, you also need to survive the full range of DoT timer, in order to win the fight. If you die before your DoTs have killed your opponent, then you lose. Therefore, for a DoT Class, it is important that you have the tools to survive. This is currently not the case for Assassination Rogue, as we are perhaps the squishiest class in all of PvP. This is known, to the point where everyone autotargets you in Arena Shuffle, because Arena Shuffle is all about getting a quick kill, and Assassination Rogues cannot survive direct focus currently. We do not have the survival tools of many other classes. (See this video if you do not believe me: https://www.youtube.com/watch?v=7HCZcCqnNNk&t=743s&ab_channel=SkillCappedWoWGuides)
The solution
To fix Assassination Rogues, we need either a huge damage increase, to match our lacking survivability, or you need to give us the tools to survive.
In my opinion, you must make sure abilities such as Garrote and Rupture can out damage Direct Damage of other melee classes, given they get the full 18s tic time, otherwise, what is the point of bringing a DoT class over a Direct Damage dealer, because as mentioned above, once a class such as Retribution Paladin has landed his 100k crit, that health is lost and no longer something the opponent can react to, therefore DoTs such as Garrote and Rupture needs to be able to produce the same numbers, or we will end up a lesser choice compared to alternative melee classes, which is what is currently happening in 2v2 and 3v3 teams.
If you do not want to buff the damage of Assassination Rogue, with the comment that Assassination Rogue is not a damage dealer, but a control character, then I demand that Feral Druid Damage is nerfed too, because how is it fair that a Hybrid Class gets to dish out more damage than a Pure Damage Dealer class, with the argument is that all classes should be able to fill a high damage roll, if Assassination Rogues do not get the same treatment?
TL;DR
Assassination Rogue is a DoT Class, not a Direct Damage class, and it is a problem that we are the squishiest dps class in PvP while also having less DoT Damage Throughput than many other classes is currently able to dish out as Direct Damage.