Easier for your guilds melee/strat is not the same as "eaiser for the raid/more likely to down the boss".
Council punishes bringing melee extremely hard. They take far more damage than the range in p3 which is the only phase that matters the rest is meaningless. P1 on heroic you need to make sure that as many ppl as possible get the buffs from the boss which means all the range stand on top of each other and skatter for 1-2s at most on the charge, You also stay grouped as range during p2 on heroic and move as a group with only the lightning rod person standing away from the rest.
On your last line.
http://worldoflogs.com/rankings/play...eaker/10H/dps/
Entire top 150 all fire mages,demo locks,survival hunters. All 3 of those specs destroy UH Deathknights if played properly. but yes all other melee lack in aoe compared to DK's especially since dkays aoe is passive and involves hitting a 3 button sequance which allows them to hit Outbreak>pest>dnd then retreat where as rogues,warriors,ferals all need constant melee range to keep up there aoe which puts them in severe danger of death/debuffs on a lot of the aoe fights.