I think I am being misunderstood here.
I readily acknowledge that when conditions are right Mage will do more than adequate damage. However conditions are not right far too often for Mage to be a desirable character and the damage they do in favourable conditions is not sufficient to compensate for that.
Also mage is an incredibly squishy character and the damage they do does not compensate for that.
I am far from ignoring the pet. I recognise that the pet is an important part of the reason that Mage does not scale up in the way that other classes do. I have just this instant got my half million charm. This gives a useful boost to AC/HP/Resists and crit.
BUT how does this scale me up in relation to other classes?
Increase in Pet damage zero
Increase in Pet HP zero
Increase in Pet resistance zero
Increase in my overall damage from one additional crit (assuming pet is doing say 30% of my overall damage) is 0.7 x .3333 say .23%
So while other classes will expect to get a 1% increase in damage a mage will get less than a quarter percent.
While I think mage vending machine activities are shitty I don't actually object to doing them. What I do resent is that is a reason to set my dps at a lower level than other classes. If you were to say that in compensation for having to hand out sweeties to the troups you should get EXTRA dps then that would make a lot more sense.
Go parse some fights where conditions are not right and post them here. Anecdote after anecdote will not be enough to get changes made to mage DPS. You need hard numbers.
Mages being squishy has absolutely nothing to do with how much damage they should be capable of doing. Every DPS class is squishy compared to a tank. That is why tanks exist. They take the beating while you blow up the bad monsters. Any situation where you are getting hit by mobs, or the rogue is, or anything else except a tank, is a case of somebody messing up, using a sub-optimal strategy, or (very very rarely) a mechanic of that specific encounter and not in the norm. Balancing the overall DPS hierarchy around a tiny fraction of fights does not make any sense.
When I got my half million charm I got the same resist boosts as any other class, and I went from being like 3% over the crit cap to even higher. Same with ATK. Flowing thought is completely wasted for me. Melee stats on the Juggo are the exact same as the Eternal, so I didn't gain anything there. The entire increase in DPS for a monk upgrading to an Eternal is that your procs can now crit 5% of the time. My procs, even with a badass huge proc on my boots, made up less than 5% of my overall damage. A 5% increase to <5% of my DPS is less than .25% total.
There are now tomes that give your pet part of your resists, health, ac, and crit so I have no idea how you can say that a better charm that increases all of those things doesn't benefit you or your pet.
One of your main arguments is that mage utility is not enough to bring them as opposed to a different DPS class. Your proposed solution to this is to give mages more DPS than other DPS classes. So you'll do the most damage and also have utility. Why would anyone bring any DPS class except a Mage if that were the case?