I already addressed the whole client-side check thing in a reply to a previous post, and nothing about that answer has changed, other than we have now implemented the auto-cast feature, which should even further reduce latency dependence when casting.
The lack of movement while a Runemage was a core design decision of the class, similar to how mages in other games often have long cast times in order to cast powerful spells. Obviously many mages have gotten to the point where movement isn’t as much of a hindrance thanks to practice and spell shortcuts, which is fine, but I don’t anticipate us changing that core part of the class anytime soon.
Regarding the relative DPS of the Scoundrel, Ranger, and Mage, if you’d like to PM me or email me the data you have I’ll be more than happy to take a look at it. That said, I anticipate that various classes perform well depending on the mechanics of the fight you are talking about, and that as we get into Raid content which will have a lot more complication to the fights, there isn’t going to be one DPS class that is better than the others in all situations. So I’m not sure if this data is aggregated across all fight types, or just practice dummies, or what, but that’s something to consider.
I do still think the Mage is the most advanced/hard to learn class, and the balance should reflect that, but at the same time I think it’s pretty unfair to characterize good Scoundrel play as just “point and shoot” – obviously between the curved bullets mechanic and the card management there is a lot going on to play it at the highest level. I am talking PvE here not PvP of course, and it may be that the Scoundrel damage is too high in both cases, but a lot of that probably has to do with people learning to play the class at a very high level which wouldn’t have started happening until about now, so we’ll take all of that into consideration when we look at balancing things again, which as I’ve said will likely be post-Quest launch as we approach the Raid beta.