I think to a large the issue with human hybrids are a issue with hybrids in general. Essentially, you have to break away from combat long enough to cast a spell in order for your magic to be of any use to you at all. Alvarin using terrain, speed, and jumpcasting can achieve this. Other hybrids basically NEED to be ignored for a bit to make use of their magic as a dedicated melee will shut down that aspect of their build entirely, turning them into lightly armored, lower health, lower damage fighters.
We need some spells that can be cast while running and/or cast with a weapon out and parrying.
OBVIOUSLY, such spells need to have major drawbacks and limited strength. But if all hybrids could be weaving their magic into the fight at all times to SOME advantage, and then that advantage gets better if they are allowed to cast uninterrupted giving them access to all their spells... that right there would be the huge buff human hybrids need I think.
Hyrbids need tweak i agree but i disagree a human is not an effective hybrid, not having alvarin speed or buff just makes human hybrid more support, ranged or situational melee, since it's harder to break a sticky but not impossible to melee either.
I've played human hybrid quite a bit and even tho i agree could have some balance i don't think its broken, it's just another playfield.
But as a human i could open fights with fulm and tlash, double fulm or fulm corrupt and then switch to sword. And it almost in any case ment a win, fighting 1v1-2 in the wilderness. In groups fights alternated between agressive Magic and melee and defensive mid line emergency heals and mage peels, depending on the fight.
It's true you have to keep your range, its not that you have to be "ignored" you have to be at a certain range of the fight, using the terrain is not only jumping, and often jumping is not that rewarding in terms of stamina usage.
It's also true that the magery/armor-manareg build tradeoff is off in hybrids (and mages), that should be balanced and buffed to boost that gamestyle a little bit.
Then ecumenical is really shitty, needs a bunch of tweaks to favor different gamestyles more and make em more rewarding. Yes the stand still casting is terrible for balancing combat and the whole idea they didn't make magery proyectile based in MO2 pisses me off.
And thats the promise of necromancy, if i remember correct u can cast certain spells while running but its no guarantee whatsoever it would be any good or versatile for hybrid builds, we would have to see.
For closing, i don't think human is absolutly broken, it can be balanced but its understandable humans are set for a particular spectrum of gamestyles a player can bend and stretch to find the desired effects.
But to be honest, whole clade trees need a remake. I mean they could keep certain skills and concepts and make it deep but rn its really bad. Mixing combat with profession clade skills on the same tree with the same pool, not every creature in the world giving clade points and more.
Agree humans could have a speed and con tweak but nothing broken.