When discussing balance, each class is going to have one or two (or five!) other classes to which it will be compared. Paladins will naturally compare themselves to Shadowknights and Warriors. Rogues will compare themselves to wizards, necros, mages, and berserkers. Druids will compare themselves to wizards, clerics, and shamans. And so on.
So the question of why Unmei is coming to the shaman boards to occassionally discuss the enchanter class can be answered very simply - this is an excellent board. It is one of the most active Everquest boards still around. The posters here are mostly mature, intelligent people, and the owner of this board is one of the best you'll find for any community.
Add in the fact that, in a few keys ways, the enchanter and the shaman class overlap in abilities, and I think it's pretty apparent why an enchanter would want to have a discussion of their class on this site.
Why do you invite an enchanter to your group? If you have an enchanter and another class looking for a group and have only 1 spot to fill, which would you take first (personal reputation aside)?
Enchanters were gods for a while. Back in Kunark, definitely. GoD as well. But you'll notice that for each 'god' era of the enchanter class, which typically revolved around 1 aspect of the class, a corresponding 'nerf' or change in gameplay paradigm occured.
Remember aoe groups in Sebilis? The enchanter class was a key component of this because of their stuns. Remember as well when this content was actually challenging, and you didn't have all the tricks to keep people alive? Where aggro was a real concern, and casters were lucky to break 2k hp. Back in those days, groups would *stop* if the enchanter left, or if you couldn't find one.
And look what came about because of that. Content these days does not absolutely require in-camp crowd control. Mobs are generally further apart, and there are a number of classes that can single pull with a modicum of skill. Gameplay has changed so that enchanters are no longer required.
Then you have charming in GoD. A single dual wielding pooka would out dps the entire group, easily. So because of a bad gameplay design, charm was completely nerfed in future expansions. Thankfully this appears to have been repealed a bit, and from what I've heard, charm is relatively viable again. Needless to say, this makes me happy.
Anyway, some things that I would really like to see that would improve the enchanter class -
A low resist, low duration, fast casting, shortish duration, high mana cost mez. 24 second duration, 3 minute recast, -500 resist rate. Sorta like a VP for enchanter, just this is a mez instead of a root.
I also think that enchanters could use some alternate crowd control improvements beyond mez. A fast cast, low resist root. A debuff that perhaps lowers the damage spells and abilities do. Something.
I think there's a lot that can be done to the enchanter class that won't over power them.