Lastly, you might also wonder why there are not more changes to utilities and survivability for damage dealers in 5.3, and that is a fair question. We are first focusing on the damage and healing output for all Classes before getting too carried away with utility changes. This is because opinions about where a given Discipline stands among the pack can be clouded by high or low damage or healing output without anyone even realizing it. That is not to say we won’t tweak a utility here or there, but before we go making massive changes to a class’s utility toolkit, we want to make sure the damage or healing they can put out is on target and relatively similar to other Disciplines in their grouping. Once we are happy with the damage output, we can start adjusting utilities to give those that need it a boost and others that are too powerful a reduction.
A quote from the "How class balance happens" post