More specifically, give some love to all blast sets that aren't fire or ice. IMO, there is an issue with the distribution of ST DPA among blast sets and it all stems from three powers: blaze (170 dpa or 132.6 dpa before DoT), bitter ice blast (133 dpa), and telekinetic blast (122 dpa). I wouldn't put TK Blast up there with blaze or BIB though as it will often be heavily resisted.
The top ST DPA attacks for every other blast set are below 90. I think this warrants a leveling of the playing field and here are my suggestions to accomplish that:
Give drastic damage buffs to mitigation powers. (The clobber treatment, perhaps?) This can be taken straight from Sentinels who, IMO, do it right. Here a few examples:
Sonic Blast > Screech does a whopping 5.21 DPA on blasters. This is 80.31 on Sentinels.
Assault Rifle > Beanbag. 13.9 DPA on blasters, 68.09 on Sentinels.
Electric Blast > Tesla Cage. 4.32 DPA on blasters, 55.51 on Sentinels.
Energy Blast > Power Push. 15.24 DPA on blasters, 78.76 on Sentinels.
Psionic Blast > Scramble Thoughts. 5.21 DPA on blaster, 62.69 on Sentinels.
Radiation Blast > Cosmic Burst currently does 64.07 DPA.. this is barely over a third of blaze... Make it competitive by adjusting damage or animation time.
Dark Blast > Abyssal Gaze currently does 53.05 DPA. I think this should get a slight buff to at least match the Sentinel's 67.1 DPA.
** I think Beam Rifle and Water Blast are fine since they have extra mechanics that give more utility than other sets.
I think it's pretty clear that blasters are the best AT for meta endgame content.. but most of this is due to just how good fire and ice are. I would love to see more competition from the other blast sets. Here is a note from an Issue 13 patch regarding War Mace that made me think there was justification for this post:
"An ongoing project over the last several issues has been bringing War Mace up to performance par with other powersets. The last set of changes got us close, but still not to where we want to be. Here are the new changes: Clobber: Reduced Recharge Time to 16 seconds and altered damage scale and endurance costs to match using the standard formula. This now means it is a pretty hard hitting attack, with a damage scale of 2.29 and a base endurance cost of 15.18. Since this is now classified as a Damage power rather than a control power, the base duration of the Stun effect was reduced from scale 10 to scale 5"