Except that each of those three archetypes have 3+ classes that can fill them in most cases. Requiring "a tank" is fine, requiring a warrior generally is not. Enchanters should be the same.
Yes please.
If this "enchanter archetype" had as many players filling it as "healer" or "tank" or "dps", then it would be fine, because it would be pretty reasonable that guilds could find an active enchanter to fill that roll.
The way the game is now, you either have an enchanter in your raid or you are not killing progression content. The issue got a lot worse with AoD, and as a wizard i love AoD, but as a guild officer, I absolutely HATE making real, mained characters sit out so that we can bring along a box enchanter.
How to fix this?
Up blademasters haste to goe level.
Give other classes some non-stacking version of dampening that does 10% instead of 15%.
Nerf (or maybe just keep the new versions) of AoD and GoG, and redistribute some of that dps to actual dps classes.
I'm okay with mez intensive encounters requiring enchanters. Sometimes a bard/necro can get by, sometimes not. There are select encounters that require X class, and maybe its not ideal, but its so much better than requiring X class for every encounter.
Another thing specifically about AoD/GoG: I think these spells are part of what make the class less fun to play. When 90% of your raid role is to click hotkeys that cast these two spells on other players it gets sort of boring. I've boxed/playey an enchanter a lot across the tiers, and it was a lot more fun to vex/catationa/mez/charm/patch rune/debuff than aod/gog hotkeys are. They also hugely reduce the viability of True Giant since the enchanter has to spend so much time targeting/casting buffs on others.