To address some of these in a non-biased manner:
Ausrine is a bit imbalanced, but for a 3-circle investment, it doesn’t need to be significantly nerfed. Capping the Immunity of it to 18 seconds max and making it only apply to each user once per round (Similar to the Revive nerf) would be fine.
This one isn’t a problem worthy of a nerf. Simply spreading out enough so that the Link breaks (Or spreading out enough from the beginning so that most of the team isn’t caught in it) is all the team needs to do, so only the first round will catch you off-guard.
Are you talking about Antidotes & HP/SP Pots? Text Effects from equipped gear? The majority of these are easily affordable at the Rank 7 stage (Lv130 dungeon, Demon Prison District 2, Material farming), and the ones that aren’t (Ex - Animus, Audra, Ignition), do not cause enough power-creep to make it an issue worth disabling them over.
Incineration is extremely hard to land without the player being CC-rooted prior to using it, and even with that, I think I’ve only been hit with it 4 times at the most since Team Battle was enabled. Even then I didn’t die from it once. Owl’s are the same way, and the only targets they usually hit are ones that are CC’d or not paying attention (And there’s a lot of people who don’t pay attention in TBL).
The other noticeable DPS skills are Carnivory, Effigy, and Energy Blast. Carnivory kills people who’re (again) CC’d or not paying attention since it can easily be ran out of before it even starts, Effigy requires Hexing to hit first and Hexing has Runecaster/Pardoner/Plague Doctor to counter it, and as for Energy Blast… there’s only 3 Monks in the Top 100 and last week I only recall 2, so let’s not take away the best thing they have going for them. Once they start actively hitting the Top 20, then they can be considered a threat.
This one is literally a matter of learning how to play around skills and stay aware, which not too many people do since they just aim a target and attack with whatever which is why Kabbalists are all in the Top 10’s. When I see Revenged 7x buffed on the enemies, I hit them with a low-damage skill or AA if possible. When an Archer sees Revenged 7x buffed on me, they use a Rank 7 skill. The buff duration should be nerf’d, but not the damage since it can be removed without much effort or returned damage.
Players shouldn’t have the freedom of their stat choices taken away from them in TBL; if some guy wants to go full CON or 0 CON then so be it. Instead, the amount of HP that CON gives should be nerf’d a bit when in PvP. Right now it gives 85 HP per CON, so in there it should be lowered to 50. The fixed HP also wouldn’t do much to stop one-shotting or one-skill kills without first balancing those skills, unless the fixed HP amounts are very high. This would make Clerics even harder to deal with though (Healing skills restoring % amounts), so it would just give rise to even more complaints.