Briggs I don't think people are asking for a 1to1 EQ clone (well, some are, but not everyone), but I think it's fair of them to expect to be able to play class types reasonably close to what was available in classic mmorpgs of the era (Daoc, EQ, SWG) which are missing in today's mmorpg market, one of which is a "controller type" class.
Despite how much work they've put into MnM, they're still not immune to making mistakes.
If we really want to look at it, the first mistake they made was making a class with Charm and having it be a Support class.
That was never going to work, because taking control of a mob and using it to attack is inherently DPS, so they should've simply made a DPS class that used Charm (because there was clearly demand for that).
On top of that, it showed how blatantly overtuned the mobs are compared to the players. Charm was overtuned because the DPS of all mobs is overtuned.
You shouldn't nerf Charm, you should nerf the mob, then add challenge by giving them more skills, higher group density, better AI...That's the root of the issue, but that's harder to do (not an excuse).
They didn't...ok, fine. Then they made a second mistake:
The left the "Charm as DPS" in its hella broken state for too long instead of temporarily disabling the skill while they re-thought it from scratch, without expecting that everyone would naturally fall into a particular playstyle because it worked so well. (too well, obviously. It was overtuned).
That in itself polluted the testing environment for everything: other classes, group dynamics, any content touched by the presence of an Enchanter was affected.
The Deep Dive order was wrong since this should've been the first problem to address.
Third mistake:
They went in and "Fixed" the "charm on a support class" problem by reducing the DPS of charmed mobs with a wrecking ball, destroying the skill and rendering it useless, and flat out unusable.
You get a gimped pet that hits like a wet rag with a charm that can break, and when it does, the pet goes back to its overtuned stats and now your group is in a pickle. Nobody in their right mind would use it.
The real fix would've been to turn charm in a control spell that gave you access to the SUPPORT skills of the charmed pet (could have been even "fake" available when charmed only skills that they could 100% control and balance) but take away the option to directly attack through the pet, leaving the "real" limited dps options of the class to "skills of the player character only" actions, way easier to finetune.
That would've left the "controller" aspect of the class intact, took away the DPS side of the charmed mob entirely, and enhanced the SUPPORT side of the class.
That's how you make a SUPPORT class with a CHARM focus.
All of these mistakes are part of a larger, way worse mistake: showing to everyone that they don't have a vision of the class, no idea of how to deal with Charm as a whole, and that they're trying out things to see what works, right before EA drops.