I think what seems to me to be the problem isn't so much the scaling... though I personally think that needs to be rethought some, should be based less on paying to enchant and more on things a person can build into their character. What I do see as an issue is the base defense on the various classes. The fact that now a war/fighter type, heavy armoured toon can go with a 0 rec build, link nothing defensive at all, but match the defense of a full rec, defense linked orc/priest. I think most healers would love to be able to have much bigger heals and still stay up in pvp to use them... but we have to choose wis or rec. Meanwhile the classes that benefit the most from this change get that much def without any sacrifice, and then we get yelled at and insulted for any comment that this might make our job a bit harder by the same people who will yell and QQ at us every time they die because we were kinda too dead to heal them. Maybe it would make more sense to pay some attention to the base defense of gears with attack scaling as well.
Healers took a huge nerf when we lost HA in Ep5, the Ele skins we were given are useless as long as they are ele 1 and visible to enemy, so our defensive skills are very few. We have etain shield, and I know every pvp priest is grateful for that skill, but other then that we have no instant stun, no UT, no skill at all to match what almost every other class has as a OS (oh s***) skill. pagans have HA and earthquake to slow enemy(probably least use of any class, but something), sins can confuse and stealth, hunters have the fear thing that makes everyone run away and the piercing shot that stops people, guards have UT, POG, DF, SG, lot of debuffs, wars have stinger which can be used to get away, ground shock, black hole, orcs have ... ... ... we get etain shield that blocks some debuffs, and we get yelled at even when dead for being useless. ((but please don't give back HA... I think that would be too much really... when you add UR, 15ksp, 40kmp, 80khp and HA together, just look at base defense on gear or Protective Aura))
I like more deaths in pvp, I don't mind dying as long as I am useful to my raid, I have no problems ressing up and moving back in as needed. But if a war puts tons into his gear he creates a toon that matches my def while also being able to kill me in a few hits...and since most often when I am in pvp 5-6 wars seem to be attacking me, being hit twice by each = dead.
basically the increase in damage is all good... but defense should be more balanced, and the increase more even, and the increase less based on AP and more on build.