Part of the problem is that in the intro you quoted theirs two flawed premises:
See,
that part was a misconception that needed to be addressed. Being (at best) on par with Swashys & Pallys =/= "largely in a good state," in fact it's largely not in a good state ATM. While Bards & Pallys have significant options for damage mitigation and recovery, Barbarians have extremely few; and while most classes have significant splashing options for increased survivability, Barbarians again have extremely few due to Alignment restrictions and the casting limitations from being Raged. Thus, for Barbarian DPS to be "largely in a good place" it should be high enough to effectively contribute to damage mitigation by ensuring things will have very limited opportunities to inflict damage to the Barbarian.
The rest of ~Sev's premise is somewhat flawed here as well - it's great that they want to make Barbarians more "Healer friendly," but given the relative lack of "healers" it's a somewhat hollow gesture; that is, it doesn't matter how "healer friendly" a character is when there isn't a healer, and in my experience that's most of the time I spend in non-raid groups, and even many raid groups (remember: many people with Favored Soul and Cleric icons consider themselves as "Divines" and not as "Healers"). In other words, making Barbs more "healer friendly" does nothing to improve playability in the (rather common) self sufficiency goups.
Another problem is in how they tried to go about fixing the Barbarian - simply pouring gobs of HP & Hamp onto the cores of every tree was an improper solution to a misunderstood problem. They're a good idea as part of a solution, but wholly insufficient as the bulk of a solution. You might also notice ~Sev included a lack of mitigation in the quoted text, yet I've seen very little done in any of the trees to address that.
If you look at the names (and thus the implied flavor) of the trees, two of them (Frenzied Berserker and Occult Slayer) easily define what sorts of additions/changes should be made to address the Barbarian's Epic shortcomings.
• FB should focus on piling on the DPS, with a key survivability change being the elimination of Frenzy self damage. I think they went overboard in both how much HP & Hamp they initially heaped on (true for all trees there) and in how much they later removed - a better revision (imo) would've been to reduce the initially proposed HP by only ~1/3 (though the minimal Hamp here I find acceptable) while increasing the PRR & MP by significantly more than they did.
• OS should continue with it's theme of being the antimagic tree. To be honest, the HP & Hamp totals seem kinda high here as well - I wouldn't mind seeing them reduced some, in exchange for stronger mitigation vs Magic in the form of stronger MRR and some uniquely cool things like "MRR now applies to all sources of magical damage, including Force, Negative etc..." (<- would be a nice Lvl 18 core
) and/or some features like Mettle drawn from the (the most antimagic pre ever)
Foresaker.
• Ravager is what I would like to see as the Barbarian's "generalist" tree. This should be the strongest source of Hamp as well as an additional source of P/MRR, and fill the role of being the ideal second tree for someone persuing one of the other two as a primary; it also has the strongest built in Self Healing for those looking for it, and a unique Capstone (using Rages for something besides Raging) for people looking to build a "different" sort of Barbarian.
Because I like things to make sense, and have flavor too - and I hated Frenzy self damage. Would I prefer to have lots of HP & Hamp and ditch the Frenzy DPS to self? Sure, but wanting it doesn't mean it would make sense to have it. Please don't be too quick to try and chain ~Sev to that opening post you're quoting. I would prefer to see more mitigation (ie PRR) options than just HP + Hamp & done.