This post is basically pointless and doesn't prove anything.
You're using Charred Remains (makes conflag and incinerate deal no damage but allows you to gain tons of embers), Ember Tap glyph (Which makes ember tap heal for more but over a duration of time), using your banes in order to gain even more embers and your opponents don't seem to understand they need to CC you to win. You basically attempted to find a way of healing as much as possible with no consideration of dealing damage and qued skirmish until you found players without the mental capacity to kill you.
Those talents and glyphs won't be used by anyone other than a jackass trying to accomplish what you're doing. Using that as a justification as to why damage/healing ratios are out of place is just flat out misleading.
How is it all of the sudden that rogues have 'too much cc', they have same stun lock tools as they had in previous expansion, minus paralytic poison?
You can still run melee/caster/healer comps if you want to have good cc rotation/peels.The fact that they merged fear and poly DR categories with other DR categories has nothing to do with it, this just hurts wizard cleaves that were abusing dispel cd.(you know, standing in one spot sitting on your fear/poly button for arena 123, being a cool kid). Picture below demonstrates an average mage/lock player, during last season, "casting" poly/fear:
Rogues have always had too much CC throughout mop. You realize it's basically impossible to cast a spell with a rogue on you right? In the past every caster had to basically opt out of using casted spells and only use instants while a rogue was on them, or open up space with instant CC and a large amount of that has been removed. The gaps you created in previous expansions also allowed you to kill things in smaller windows, and it's honestly not so bad in the current state at 90 but once you reach 100 you'll want to log out anytime a rogue attacks you.
At level 100 the game is so much slower that a rogue never has to run away and simply attacking a caster keeps that player out of the game longer than having chanimals mash fear on you during MoP. The small windows you can make with CC on the rogue won't get you even close to a kill, once they break the CC they'll just continue to attack you and shut you out of the game for another 2 minutes. Burst of speed is a huge part of the problem but not the entire problem. With blanket silence removed from many classes the silence DR is a much more valuable addition the rogue brings to teams and they can use it much more often than their priest counterpart.
The removal of some caster CC is great but people can't act like melee never had any, they need to remember that those crazy amount of CCs were originally added to compete in the arms race of interrupts melee had added to them.