Regarding DPS: I've always thought it was odd that we tried to balance DPS completely equally, given that mages have access to debuff spells and both mages and rangers have, well, range. I think it may have been a somewhat minor overcorrection from the massively unbalanced prior system, and I definitely think the current state of combat is far improved, but I agree that equal DPS =/= equally balanced combat styles; to say they are equivalent is to ignore a decent bit of utility. However, I probably wouldn't have been nearly so aware of that had I not started playing League of Legends, which values utlity quite highly and gives a great deal of thought into utility vs damage in terms of balance and playstyle, and as I said, I do think the current state of combat is much improved from what it used to be.
Edit: Yoko Kurama makes the excellent point, though, that it's exceptionally difficult to balance differing utility. This playerbase constantly seeks maximum efficiency and the "best" of the available options, and giving significant differences to the combat styles runs the risk of developing a true best option. I'm not sure of a great way to handle that; League takes the approach of periodically nerfing the current "best" and buffing the worst and letting players cycle in replacements, while Runescape takes the approach of largely ignoring utility and equalizing DPS across the board, both with limited success.
Regarding "Age of What?": I've seen a lot of folks complaining about FotG, either for the lack of meaningful choice, or for the idea that Zaros is good and pure and objectively better than the other gods, if not both - and I disagree.
Zaros's flaws are hardly minor or hand-waved away - they may be portrayed as minor or hand-waved by Zaros, but of course he's going to downplay his own flaws when he's trying to convince you to help him come to your world. His arrogance and ignorance of mortal behaviors and motivations is painfully obvious - in fact, that's why he needs your help in the first place: he didn't understand the concept of "betrayal" until Zamorak pushed him from this world. And Zaros has never been cast in a positive light by the other gods; Jagex wanted to provide an alternative view, with more information than Azzanadra was willing to provide. To some extent they also wanted to appease their playerbase, many (if not most) of whom hold Zaros in high esteem and want him to be, well, cool. That Jagex coudl do this while still clearly portraying Zaros's flaws was actually kind of impressive to me.
The same is true of the other gods - talk to them or their followers, and you'll be told their strengths; speak to their opponents, and you'll find their weaknesses and flaws. Saradomin and his worshipers will talk at length about his benevolence, wisdom, and guidance, to the extent that he was once thought of as the embodiment of good, justice, and law among the "main three" gods. But he clearly isn't quite so perfect, as you likely found in The Death of Chivalry. I think that's largely because the overriding narrative of the 6th Age is that the gods are just people like us, only with more power. Even Zaros (and what little we know of Seren, too), while not strictly "mortal", still has glaring strengths and flaws. The gods aren't perfect; they can be obsessive, selfish, or blind to what is happening around them. They can also be kind, merciful, and provide wise guidance. You, as a player, must decide whether it's worth putting up with the bad to get the good, and if one god is particularly better than the others, or if it is better to be free of them entirely.
As for choice... I think Jagex is over-reaching. There are some pretty hefty technical & time constraints upon just how much impact a player's choice can have on the storyline. I agree that what they're doing right now isn't really what promised or what they seem to be aiming for, but I'm willing to give them a fair amount of patience while they try and work it out. I have enjoyed what choices they've managed to work in, even if they haven't been nearly as impactful as the choices in, say, Dragon Age. I don't think we'll ever reach that point of player choice impact, because it's simply too difficult to work into an MMO, but I do think people are somewhat discounting how much impact we're having. I think the choices made during Zaros's return will significantly impact the story that we've yet to see, and I'm not going to start complaining until I see a significant missed opportunity for that to happen.
Of course Zaros is going to return regardless, though. He makes it clear that, at the very least, something major is happening that only he knows much about - he insists that he has a way to deal with it, and if you agree with his course of action, you can help him return in full; if not, you still need to get him to so-operate with you at least some so that you can extract more information from him and find an alternative solution. And from a more technical standpoint... they don't want to pull another Hazeel, and effectively kill off a character for half the players. If they did, they wouldn't be able to devote sufficient time to developing content that meaningfully includes that character for those players who didn't kill him off, because the other half of players will never experience it, and it's difficult for a studio the size of Jagex to invest that much time and manpower into something they know no more than half of players will even see. Someone in another thread mentioned Hazeel and reminded me that he is the perfect example of what they're trying to avoid with Zaros; they want to give players choices, and want them to be meaningful, but they don't want to develop a hundred different storylines for the different combinations of choices. So, we have the current setup of majority unaffected quest dialogue, with a few bits where you get to make a choice or see the impact of them, and then return to what everyone sees.
However, I do agree that the plot twists in FotG seemed a bit manufactured; they could've done a somewhat better job of leading up to it and releasing information more slowly, instead of us getting to the quest and finding out, rapid-fire, that there are Elder Gods, there are five of them, they were born, Zaros is pseudo-divine whilst the other gods are mere ascended mortals, Seren and Zaros are effectively siblings and/or lovers as well as being the caretaker children of Mah, the Mahjarrat are sort of related to Zaros & Seren, the Elder Gods want to destroy Gielinor, and Zaros wants to become an Elder God as well as wake the other four who are currently "sleeping" on Gielinor. That... was a lot to take in. While I'm sure some of that got 'leaked' through Twitter and podcasts and such, those aren't really a dependable way of getting information to the players - I certainly wasn't aware of any of it. There was some explanation in the Mahjarrat Memories miniquest, but that was released so quickly prior to FotG that it all blurs together. I think they would've done better to take more time and trickle at least some of this information down in various ways before hitting us with the major bits (Elder Gods are on Gielinor prepping for the Great Rivision, Zaros & Seren are children of an Elder God).
Obtained quest cape and base 92 before obtaining any 99s! Currently finishing out my 99s with the (long-distant) goal of comp cape.