Er, who cares if someone can win 1v1s? If you're in a 1v1 you're not playing objectives (unless guarding/soloing a point).
Seeing as how every WZ except huttball always requires someone to be guarding the off node, 1v1s are somewhat important.
Powertechs still have the highest damage output in PvP and are arguably the easiest dps class to play, strange that this is not mentioned. To be honest, I think the real reason marauders are played so much are the dual lightsabers, the single pistol for pts isn't as exciting.
PTs also drop like a little ***** when FFed. They also really have no utility outside of pull. Sents have almost as much burst, but much better surv and way more utility. And people were complaining about PTs just as much as sents before 1.4, but PTs got nerfed quite a bit so people don't complain about them as much.
I don't understand this fuss about healing during UD. If a healer stops healing everyone to burst a mara back up, he cannot heal anyone else well in that time.
and if he's a op or merc, could drop into a lower energy band and gimp himself until it regenerates. Note that if we're talking about balance in high level pvp, my heal with be interupted by the dps assigned to shut me down, so I'll only be able to use a hot and my minor heal. Not really that intimidating
Without the healing it becomes a 4 second life extender as straight afterwards you will die, ruining it as a defensive cooldown (1v1s are irrelevant in serious pvp). I wil revise my opinion if you can prove this will improve balance (godmode QQ is not a reasoned argument).
Replace the sent in your situation with any other class, and guess what? It's even worse off for the healer. Also, the fact that everyone KNOWS sents have all these abilities makes them unlikely FF targets. CoP, camo, GBTF are all deterrents that force teams to FF anyone but sents first.
I did forget to take account of surgical probe spam in my initial statements, which will most likely be the heal used. Assuming 40% crit for an operative healer, he would able to get 2 probes off (GCD of 1.5 seconds x 2 = 3 -will get a third off half a second later assuming mara survives the 0.5 seconds) there would be 1 crit and 1 standard heal. This means a total healing of about 5.5k (3.5k crit, 2k normal) with 2k more soon after. This equates to about a quarter of the marauder's health and is operative only, proving with skilled players UD is less of a concern (with no interupts would be about 10k -two injections one crit one normal).
Any other class in that situation would be dead, whereas the sent comes out with 1/4 of the HP still. That's a huge difference.