OPR sadly is not a measure of skill or player proficiency, the problem is complex and it goes very deep into the game… The way servers are set up will create unballance by default… 2k (on the top server) split between all activities in the game… you cannot expect any semblence of skilled based match making, even for a 3v3 arena.
As you pointed out… solo, is the main theme of ur replay… this is not a solo game, its a MMORPG (this also applies to any team based game that has multiple roles) and as such, putting things in a solo perspective fails on all counts.
Because its a MMORPG, we can only start talking about on a 5v5,10v10,20vs20 scale, on team that have all roles and are proficient at using them, then we can discuss if the game is balanced or unballanced.
Solo balance is not only almost impossible to achieve in a system that uses different roles, but its a poor measure of a systems balance as well in this enviorment.
If you balance your game around everyone having the same numbers performance, you end up with an unballanced system where one role will outperform all others.
Different roles have different responsabilities… and here is what people mostly dont understand. You are not meant to have the same number of kills/dmg regardless of what you play.
Ranged DMG dealers should by default have the highest kills/dmg in any role based system, does not mean the other roles should not be just as important. One thing the OPR does well is objectives (or at least tries to do)… having objectives gives roles a way to perform to the best of their abilities… tanks can take dmg, healer can heal and dmg dealers can dmg… while bruisers are a jack of all trades… we sadly dont rly have assassins in the game which would be a desperately needed role, hence why Healer and Ranged dmg dealers are over-performing in their role, and nerfing them will inevitably just make another role overperform… the system is flawed by design.
This is not understood, by the players of this game, nor seemingly by the devs, otherwise they would stop focusing on ballance and focus on adding more variety and giving more tools to the players, until the system has enough tools to function… only then ballance can be looked at.
But anyway… there are problems with the game dont get me wrong, but focusing on them and failing to understand the system, leads only to dissapointment. SO back to the original topic… if you want to have a good experience, focus on the things you can control, not on the things you cannot.