I think I may have figured out the problem for people who complain about gen speeds
Dead by daylight and well, any other asymetrical horror game is/should be balanced around the speed of objectives. Objectives in dead by daylight is healing and generators, healing is an alternative which helps survivors last longer in chases of course. Generators are a main objective for survivor. Since the game is/should be balanced around these speeds, perks that reduce the speed of progress on generators or make it harder for survivors to complete these objectives (PGTW, Ruin, etc.) throw this balancing out of proportion. Perks/items that increase the speed of completing generators do the same.
So in turn the development team of behaviour needs to balance the game so these perks are not too strong when put on a killer/survivor, but also not too weak without these perks.
The problem with the balancing in this game is that it is practically necessary to have these gen protection perks at a higher level of gameplay to not get stomped by even the just decent survivor players. The reason why this is necessary is because the devs balanced the game around these perks, making them way stronger than without them which in turn influences the meta. I believe if these perks were nerfed heavily, or basekit gen kicking regression was buffed quite a bit this game could be balanced in a more fair manner making it easier for the game to be balanced. This includes nerfing gen speed perks for survivor such as prove thyself (if used in a good swf the game is basically impossible to win with a weakish killer, especially with BnPs or toolboxes in general).
What do you all think of this? Do you believe there any flaws in my statement? What do you believe is the best next step to balancing this game out?