Everyone is subject to the same effective eval int cap, it's just a matter of how many gear slots your want to dedicate to it. Going all eval int will come at a cost elsewhere. If every combat skill's cap is set to reasonably low levels, then it becomes easier for someone to cap them all out and we're back where we started -- no deviation from that one "perfect" build. The trick has been trying to find an approach that encourages many types of specialists without giving the advantage to one type.
I don't see how stacking this is any different than stacking any of the melee skills that was so prevalent before magery took off several months ago. You want to see something uneven? Put someone with 140 swords up against someone with 250 or so in a pure dexxer duel.
how long have you played this shard and how hard was it to become a full blown mage - and be able to takeout Vet Players?
That is extremely dependent on which vet you go up against. I have known several players who were going up against and beating some of these vets within their first week, one on his first day. They hadn't even finished GM'ing many core skills, much less stacked them to 200+. You cannot balance a shard to people who struggle against day old, but skillful players.
if we both had the same cap of eval and magery *all players* then we could record the same DPS and Healing effects
Since when has any modern MMO been about having a completely even playing field with everyone set up the same way? The formula is grind and farm for countless hours, get your shiny new neon sword to wave about, and wreak havoc on the poor saps who aren't able to spend the time or money to be equally well equipped. EVO is loaded with examples of this (Vecna, Doom set, Magi set, black belt, Genesis, the new Tokuno sword, level 100 platinum runics, the donation pets, and on and on). What's the logic in establishing a bunch of hard caps on a server that is known for having no caps? A discussion about diminishing returns would be more appropriate.