Um +1 I guess... I'm not quite sure where the balance is, Robert. Between a Rogue and a Mage, the dps is equal but the armour of a Mage is nearly half that of a Rogue with endgame gear (Dragonlord 272-Mage and 501-Rogue).
Just some ideas that could be implemented with different combinations:
1) The initial lure casted can not be evaded. That would help with leveling/soloing while maintaining the challenge at a boss.
2) Get rid of attunement but then adjust the other skills for appropriate dps. (So same dps but more skills to use)
3) Remove lures completely.

Probably not the best idea but it would remove some of the confusion over who should cause what damage, get the kill, etc. No more annoying lure evade and again same dps but more skills to use with those pints. Dps will have to be adjusted for all classes so ya...
4) Adjust the amount of sill points given per level. Perhaps 1.25? That would give you enough skill points to max an additional skill at 180 ish.
5) Allow for a similar system as the death penalty to be implemented for attunement and energy boost. I was thinking something along the lines of dying and then attunement and energy boost are instantly ready but then if you die too many times in an interval, you have to wait for them to load. This system can also be applied for other buffs such as rapid shot (cue comments that it sucks).
6) Actually have energy shield base the amount of protection granted on focus and ability... Note: There aren't enough points to really use this for survival so...
7) Alter freeze so that it's more like grasping roots, skewer, shield bash,...
Maybe I'll think of more. Sorry for the list of Mage problems and for fixes that may be op. Other classes should feel free to compile a list as well and we'll see if there's actually a response or a typical ignore.