Wild is a non factor in these discussions it's not relevant for design at all as long as it'snot game breaking. It's also misunderstanding my argument.
The best example is mulch, not that druid needs mulch right now. Mulch is the kind of card every class should get access to in its own way. Mulch is bad compared to any commonly played removal in this game but it's better than the unplayable naturalize.
For Paladin that was Keeper of Uldaman and for Hunter it's Hunter's Mark or Deadly Shot.
These are mostly bad cards or at least bad removal, they don't make classes identical but they make it so that reaching a certain mana and dropping a threat uncontested isn't just game over for classes with limited or bad removal.
Wild is a factor if you want to argue that some classes aren't viable - the point is that you can enjoy playing that class while climbing the ladder if you want to.
Standard will never be balanced. This is the best it has EVER been.
None of the cards you listed are bad. Hunter's Mark hasn't seen play because Face Hunter is a dead archetype and they nerfed the card. Deadly Shot sees play, and it saw a LOT of play when Faceless was in vogue. Keeper of Uldaman will probably be more popular at some point, but right now the Wild meta is about getting huge boards with multi-card combos in one turn, so everyone plays full-board clears to counter that.
Every class should be able to handle every kind of strategy, but I don't think they all need the same tools to handle those strategies. Druid doesn't suffer for not having a card that insta-kills.
Its not a bad reasoning, they are purging the game of potential board clears in wild because of max castings, the grim patron is quite uncommon to happen
A fix is a fix.
Which is why I think that the main reason Dreadsteed got nerfed is because it has been inhibiting card design in other ways. They could fix this interaction but that is a band-aid.
That might be true. We will have to wait and see. It's pretty frustrating, though. This also means I can't do things like Dreadsteed + double Sacrificial Pact against aggro on the same turn, or pop Mortal Coils while also getting a Dreadsteed trade. It hurts the card in a lot of ways. I wish they would try to find another solution. Even if they just limited each Dreadsteed to 2 resurrects a turn, it would have most of its flexibility.