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10-15 seconds is what Steven named as "average dps vs dps". In a "stronger dps vs weaker dps" it will most likely be way shorter ttk with a huge disparity in skill.
I'd compare this to someone sniping you from somewhere you didn't even look at vs someone headshotting you after doing a quick zig-zag towards you to dodge your own shots. In the first situation - you've learned nothing, because there was no time/ability to even learn from the experience. In the second situation you see what the opponent did and could then try applying the same methods in your own gameplay.
This would of course be false if gear power scaling is off the damn charts and a person barely above you in gear progression can wipe the floor with you - but we both don't know if that is the case and it would also be a completely different kind of discussion if that were the case.
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If we're talking about pvp (as in, both players are flagged) - getting away shouldn't be easy, because CCs exist. Yes, everyone will have at least some form of CC break, but I'd hope that is not a 0CD spammable ability.
Dmg classes would only feel weak if you compare them to dmg classes from other games rather than to other classes in Ashes. That's like comparing a boxer to a dude with a gun and saying that the boxer is super weak, because he can't do dmg to another person as quickly.
If we instead compare a boxer to a kickboxer or to other martial artist (i.e. comparing something within the same type/class of said thing) - we'd have a variety of choices that are not too far away from each other, but which still differ in their speed/intensity of applying dmg.
As for healing classes being unkillable - mana. Mana gameplay should be deep and intricate. Every class will use mana, so every class should have some interaction with the enemy's mana. And healer's ttk should account for their mana pool's ability to restore their hp. The same could apply to tank's defensive ability costs, so that the tank doesn't remain impenetrable forever.