To be fair, they admitted themselves that this ferocity overhaul was just the first step of a larger process. It wasn't meant to fix everything overnight, but it was a part of the solution to bringing Berserker in line with other stat allocations. You've touched on the other side of the Berserker issue, and that's that content doesn't encourage support builds enough. And not "support" in the sense that you bring Tome of Courage to Tequatl, but through-and-through support builds like "healway" guardians that you see in WvW.
You already see content like Wurm optimizing roles by classes, like having engineers and necromancers killing husks, so I'm not sure it's out of the question that we start expecting support builds being more integral in fights, where content becomes unmanageable/impossible without guardians and elementalists in healing gear. We're already sort of implementing that kind of stuff at Tequatl, which allows us to finish the fight with over 11:00 remaining.
The game has room for support builds in PvE, and has pre-existing boss mechanics that push players toward that direction. The issue is just that the game hasn't full-stop required us to use them.