This has similar downsides depending on a given spec’s current buy-back proportion (the % of duration it takes a DoT to outperform a direct damage option).
When the proportion is already high,
- the APL is increasingly rigid (less situational decision-making to be done), and
- DoTs provide a higher maximum target count over which maintenance is obliged over filler AoE.
SV’s DoT damage could probably be a bit higher, yes, but because we have no filler AoE for DoT spread to compete against anyways, its multitarget implications are also far greater than on specs that do have a competing filler AoE.
Carve, Serpent Sting (per target), and Wildfire Bomb are available per 6, 12, and 18 seconds. Each Carve hit shortens WFB’s CD by up to 5 seconds. In a 5+ target situation, then, per 24 GCDs, one will have 6 Carves, 4 WFBs, and up to 14 Serpent Stings minus GCDs consumed for Kill Command (still generally leaving enough for at least 7 Stings per 24 GCDs due to Sting’s low cost and WFB’s zero cost).
More than even single-target, your AoE would be greatly affected by any increase to DoT damage. That in turn increases the opportunity cost of weaving in direct damage spenders on a focus target (Raptor, Mongoose). And that’s before even factoring in yet more power on WFB of all things, which is 2/3s to 1/2 a DoT.
Increasing SV’s DoT damage (especially that tied to Serpent Sting) by more than a small amount, therefore, would ultimately mean constraining your options slightly further and deemphasizing AoE burst (as even Wildfire Infusions’ Volatile Bomb doesn’t give a damn how much Serpent Sting itself is doing, only whether it was present on enemies when VB hit them).