Fell
Yeah, I mean it's definitely a fiddly balancing act. I agree it can feel pretty bad doing 3x the work for the same return. But we haven't seen what end game raids or a mature meta for this game looks like yet, so it's hard to say if Charm Enchanters would freeze out other DPS in high level content or not, where everyone needs to be very good at the game anyway. Especially if everyone at that level ends up with a bunch of alts to easily swap over to said meta class.
Overall I think this problem could just be solved by giving the class more of a niche though. Maybe some areas don't have many humanoids or beasts to charm, or they don't do a lot of damage. Maybe some areas have NPC glass canons that do way more damage that the typical charmed pet, since you have a tank to avoid the drawbacks of all their reduced damage mitigation, and taking an enchanter to those camps would feel really good. But they might be spawn limited, so you can't just take 3 enchanters to charm 3 turbo glass canon pets, at least not on high value meta farming spots.
But you're probably right that the biggest issue right now is just that the support role is being reduced to a passive buff bot rather than a Controller like was promised, due to issues with the core game design.
So they either need to change how pulling works or give up and spread CC around the classes like in WoW, and make enchanters a dedicated DPS or buff class that has to regularly move around or time their buff spells rather than it being all long duration pre-fight stuff.