No. HARD disagree. For one, balancing will never be perfect across all forms of content, and between solo, raid, dungeon, and PvP there are too many moving parts to make everything balanced across all forms of content; and too many instances where making it super balanced in one thing would make it
even more unbalanced in another.
But also this is not and has never been an actual
performance problem. It's a
perception problem. The issue isn't "class X is ridiculously more powerful than class Y, therefore everyone uses it" - the differences are fairly small in most cases, and even where they are not, that is usually proportional to skill. And a 20% difference or whatever at the very top end does not mean there's a 20% difference at the low end. It'll be likely to be more 2% than 20% in the hands of a much lower-skill party. But because there's a meta at the very top where every point of difference not only matters but is magnified by skill, there is a
perception that this is also true at the low level. It almost never is (barring a few incidental spots where something is indeed vastly unbalanced, of which there are very few and which tend to be quickly corrected).
Because this is about perception and not about reality, changing the underlying reality
will not fix this. Whatever new meta emerges will
still be mindlessly parroted and copied, because it was never about performance in the first place - it was about misunderstanding how performance actually works.
Now, I grant you that in the case of Augvoker
specifically there are some more distorting factors in play, but even that is wildly skewed by meta perceptions from the top end. You may require an Augvoker at the absolute highest end in order to deal with the damage requirements both incoming and outgoing, but you do
not need that in the low to mid brackets - which is where a change like matchmaking would have the most and most relevant impact. For the high end, nothing would change - they'd still make groups manually just as they do now.