Raid buffs come in a few varieties
Increased damage done
Reduced damage taken
Increased stat
Increased secondary stats
Increased stamina
Increased movement
Some classes have buffs, some don’t, and the difference can be widely seen for who gets into groups and who doesn’t.
The obvious answer is to consolidate buffs and make them more general, but given out to all. Why do we have a % phy damage taken and % magic damage taken. Combine them! Now you can take a monk or DH and both bring the same thing 5% increased damage taken.
Hunter had their mark added to try to bring them into the buff stacking game, but this is silly, just make them part of the Increased Damage Taken group, and have Hunter’s Mark appear on whatever targets are hit by the Hunter. One Multishot and the whole group is debuffed! Just like monks, or DH.
So, here we go:
5% increased damage done - Monk, Demon Hunter, and Hunter - applied through any damage
3% reduced damage taken - Rogue, Paladin - applied as an aura.
5% primary stats - Mage, Warrior, and Warlock - applied as a buff.
3% increased versatility - Druid, Death Knight - applied as a buff, add Horn of Winter back to give generic 3% more vers.
5% increased stamina and 15% move speed CD - Priest, Shaman, Evoker - applied as a buff.
(this one seems big, but the evoker buff was always quite weak and having 3 classes with healing specs bring stamina would be good for group building)
Now we have 5 group/raid buffs, with 5 slots for dungeons. Mix and matching classes for groups is now infinitely easier and everyone brings SOMETHING.