This I can support. That applies to a lot more than just the wizard class, too. SSG is in dire need of diversifying their cookie-cutter, copy/paste content design paradigms.
I just can't support giving wizards R10 solo raw DPS capability. They're too good at other aspects of the game to also have that much raw DPS (imo).
I will say however that farming out immunity bypass to multiple caster DPS classes was and still is a terrible design decision in general. Doing that creates its own set of unneccessary content design challenges and disproportionately favors certain classes/build types over others.
It's a similar problem to how SSG fills most of the areas in a dungeon with hordes of low hp trash mobs instead of a mix of tougher single mobs in some places and hordes of trash mobs in others. That paradigm heavily favors low damage AoE builds over everything else for TRing and leveling speed.
If you notice, I've been asking for this for years, because the devs have been with this lazy design for years. I have opposed giving a bypass to the wizard since I consider that it homogenizes the classes too much and even goes against the very core of the class: the wizard is the generalist caster par excellence.
And yes, this design change should not only be reflected in the case of the wizard, but in other classes as well. Here is being talked about wizard (see the subforum!), and for that I have talked about wizard, but in other threads I have asked for it for other classes and other areas of the game. In fact, I much preferred the old design of doing things by hand. The love for standardization of the current devs has undoubtedly made their work easier, but it has made the game worse in many ways, and has significantly impoverished it.
But I'm sorry to disappoint you, ALL classes have the ability to solo at R10. I still haven't come across a single one that doesn't have it. That ship has long since left port. But that is no excuse for classes that are significantly behind not to receive help, after all nerfs come quickly when one seems to stand out a little.
Worse than you say, the quest design is the overabundance of mobs of a type with heavy immunities. In the old days, even in thematic quests there was a mix of mobs (e.g., quests with a diabolical theme there were many more mobs than devils), but currently the devs do not blink when it comes to doing basically monothematic quests in mobs.