Sorry, month old thread but I have some thoughts on this. My Dalaya enchanter is only level 12, most of my experience is on EQ, so my comments are for Enchanters in general rather than within Dalaya.
I had an enchanter on the EQ Test server, level 70 with about 400 AA's. Test had a command to let you reset your AAs once per week and respend them. It really let you test things out. At one time the dev team revamped how agro worked for enchanters. During that development, some patches to Test were really off base but it was good to learn from. We also had AAs that were coded wrong and did the opposite of what was intended. Also a good learning exp since "with vs without" effects were doubled.
What I learned was that enchanters should be the agro control class. The things we do should generate agro, its a very powerful class and not to have a downside would be overpowering (hence the long list of enchanter nerfs they put in).
We had patches that completely removed all of our agro. I could chain cast tash and slow on a mob, and not get agro off of a cleric. They quickly changed that again, but it makes you realize that having agro isn't always a bad thing. The clerics, wizards, necro's and mages all prefer you to have more agro than them, and I do too. I just think that the enchanter class also needs to be able to avoid and mitigae damage a bit better than the other classes, otherwise we will constantly be resetting to our bind point

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Enchanters really had a tough time during Omens, since the level cap was raised to 70. When you were level 70 and had all of the damage mitigation/avoidance AA's (I think it accounted for 105 AA points or so) you were "balanced" for the game content of that expansion. I mean balanced as in I could do my thing and didn't die more than I should have (although more than other caster classes).
When we hunted in older expansions such as PoP, a level 70 enchanter was crazy overpowered. I could solo level 71 named mobs in Halls of Honor. That just isn't right. I could also be main tank in Tower of Sol Ro, with only a druid healer (a bot at that). Thats overpowered.
At the same time, getting to level 70 and all those AA's was pure torture, since the expansion content was built with the high end in mind. It meant that as an enchanter in the expansion zones I was completely useless, since all I did was get a naked port back to my bind every few minutes. It only changed once I was 70 and AA'ed. The death toll difference was astonishing, and playing EQ as a level 66 enchanter was no fun at all. And level 70/AAed was also not fun because it was so overpowered in older zones.
The enchanter class is probably one of the hardest classes to balance, and to the dev's I think it always appeared to be going out of balance. Fix a hole in one zone, and it creates an exploit in another.
For myself, a "balanced" enchanter class is one in which our spells inherently draw a high agro, plus we also tend to be the busiest at the time of a pull (deal with adds, do debuffs on mobs). Most other classes can wait on their spells for a bit, but often the enchanter needs to cast early on. Thats the price we pay. But, we should also be able to withstand the punishment we will have coming to us, or to properly control agro. We need to have this throughout our levels, and gaping holes of being underpowered tend to make you almost useless, since death is suddenly too common. You become a liability to a group, rather than a strong asset.
Controlling agro on EQ was mostly good. Many enchanters disagreed, there are many ways to play an enchanter. The flexibility was part of the complexity. When people posted regarding "agro management" they usually meant "how to lower agro". For me, it was how to manipulate agro to your situation. I often wanted to maintain the second highest agro in the group; only the main tank ahead of me. That let the cleric maintain a constant target instead of healing several people. Also, it meant that if agro was lost from the main tank that the cleric/wiz/mage/necro's weren't next in line. I kept myself near the fight, so that if agro changed the mobs wouldn't run about as much.
Ideally we would have a spell that is just like the warrior taunt but gives you just a bit less agro. That way the tank is top of the agro list, but the enchanter is next. This also makes it too easy, in my mind. we should have to guess a bit where we are on the agro list. That adds excitement, and makes it so that its harder to play. Harder to play means that the good players stand out.
But, sometimes you just need to drop agro. This happened when we had a tank who was lower level or lesser geared, or didn't have enough AA's. I think the class should be felexible enough to let you play in a variety of situations, and tailor your spells accordingly. I dropped my agro reduction AA's completely, and didn't repurchase them. I used the spells instead, since I could customize my agro as the situation needed. That wasn't possible if I had the AA's.
We had a jolt line of spells that lowered our agro. We had Tash line that was quick casting and added agro fairly well. We had stuns (mostly ineffective except to interrupt spellcasting mobs and to raise agro). I used these often with tanks lower level than me. It let me do my thing, take some punishment if I had to, but also let a tank regain agro fairly well.
Enchanters should take a beating. We should die more than other casters; what we do is dangerous and its very beneficial to our group. We should also have a few skills or benefits to let us deal with these issues, but it shouldn't make us solo gods. Its a very tough line to draw.
I always thought enchanters are one of the hardest classes to play, but the most exciting because of that. I see them as the rodeo clown of group hunting. Fun to watch, exciting, in the face of danger, odds against you, the one to draw the attention of the enemy on short notice, death always a possibility, just a small hop into the barrel of safety, the Hero of the day when things turn for the worse unexpectedly. But we are not a replacement for the cowboys/tanks when things go right. We don't help out a lot when the pull is perfect, the mobs are fairly easily dispatched. Our barrel is our agro reduction spell lineup. Our silk pajama's are just a clown suit. Most of our power is situational. We adapt.
Enchanters are the least likely class to be botted, unless its purely as a brain candy fix. The role they play in a group requires constant attention if it is to be done well. Enchanter bots don't die often; but they also don't do much. The reason you die is because you are powerful and useful. You can manage some of that agro by working with others in the group. What you do depends on the group makeup. Delay your tash a few seconds, let the shaman mala before you tash (unless they get to many resists and need tash), have the warrior taunt an added mob as well as their main target or use their AoE taunts when there is an add on pulls, stand back from the battle a bit, use your stuns to control a resisted mez, adapt to the group makeup, adapt to which characters are beig played and which are bots, adapt to their levels and gear. Lots of things to do, many are situational.
Thats the fun of it.