Yeah, the enforcer fear is pretty insignificantly better, but it is better. They'll generally have worse attack ratings (with their nanos) and get more resists, but it has that dms debuff on it which is a nifty bonus. The area fear MAs have is pretty cool, too. All of them hit that psychic check wall pretty quickly, so... *shrug*
Enforcers also actually have a much easier time casting their nanos despite the color of the skill, because FC scaled nano requirements based on color. They are often casting the highest fear in their 120s, so they do get much more life out of each nano before the Psychic checks end their usefulness altogether.
They gave crowd control to too many professions, imo. Why play the crowd control specialist when you can do amazing damage, tank and still keep adds off of the group?
I think the designers actually didn't expect us to have 3 pets very often (which worked out for the most part). I remember seeing a comment from a designer that said you wouldn't see a crat with 3 pets frequently.
The charm suggestion is a rather clever idea. We used to be able to do this to some degree with charming other professions pets when they LD and run into other zones with them, but it was a bit of a grief tactic when they couldn't summon new ones.
I don't know how that would work out for us. It would probably make it so that any pet profession that had their pet charmed could make a new one afterward... Don't know how significant of a game mechanic change that is.
I'd like them to implement some aspect of it.
[edit: had to clarify that enforcer only have worse attack ratings with fear nanos, obviously not weapons]