The end game seems to be incredible with the amount of buffs and set bonuses, while the enemies can't even keep up. The buffs and sets I don't see a problem with.
My thoughts go to a different power attack for baddies, along with corresponding adjustments for players to counter that.
For enemies as levels increase toward 50, especially in post 50 levels:
Baddies can transfer player buffs to themselves, or even partially. For example a boss could aoe transfer with a % Chance buff, while suppressing the player buff. Lts with that power would just copy. The new class of baddies could be named differently to single them out, like Quantum do.
Another class of baddies could do the same to set bonuses and procs, or suppress them temporarily, or partially on players.
If the baddies are at less than +2, maybe the magnitude apply those powers is scaling... For example if a boss at +1 applies the power, it maybe is only 5% effective, while a boss at +4-+5, would be 50%-75% effective.
To counteract that, add to player sets that need some loven (such as empathy) that could provide resists against it. For example clear mind, fortitude and heals could provide different protections for anti-transfers, set buff protections, and proc protections.
Just thinking of ways not to take a Nerf bat to players, but do something that can make it more interesting at the higher levels, and simultaneously help some sets with a new dynamic