I think you are wrong, and that your familiarity with Khelds is bias.
Squids are extremely hard to control. And there is no remedy for it. While other heroes can pick combat jumping to improve flight control. Since only non-human Khelds can't benefit from pool power toggles, there is literally nothing you can do except "git gud".
If you look on the Tanker fourms they will always decry the taunt auras in SR and WP as being too weak to adequately do the Tank Role. Well Khelds are expected to be able to do the tank role, and have no access to Taunt Auras at all. They will always be inferior to other Tank types due to the lack of the Fighting pool, but to hobble AND handicap them is a bit much.
The Toggles dropping all the time is what makes playing a Tri Forum horrible. I end up not picking any Kheld Shields because, why bother? I just pick stuff I can cram LOTGs into instead.
As far as the base damage in human form, it makes human form only Peacebringers sort of like a petless mastermind, at least until they get their last defense power. By which point, does it matter? At 50 Blasters will have Kheldian level survivability.
There is a reason they stay near the bottom of the Played ATs. And its not really Power Creep from a overall Game Balance standpoint until they actually get better than someone else at something. And there is a lot of room to go before that accidentally happens.
TBH at their current power level having kryptonite-ish enemies around is like adding insult to injury. Id rather bring Khelds up some than removing those enemies though.