From a mostly pac pov, I agree that minstrels are more easily countered since the latest changes, but by that they are just put in line with other classes, because you have counters for (almost) everything. The pet mechanic change was necessary and shouldn't be reverted. Before the changes, your only window of opportunity to take a minstrel out was either by collapsing on it, kill the minst pet or time cc on the minst and the pet with the peeler, stuning and taunting the pet to get it out of the minsts control while the minst is still cc'd. Now you can control the minst by targeting it with e.g. aug+shaman or runi+aug at the beginning of a fight, usually ending in the minst and the pet being cc'd, forcing the minst to purge or sit it out. Which is fair, because you still invest a lot in taking out the minst, playing at least 2vs1 if you try to cc, up to 5vs1 if you try to kill the minst.
This only works because the minst lacks range, apart from its flute mezz, which btw is difficult to interupt, because it is not affected by amnesia and castable while moving, so you can't really use casts against the minst, unless speed is broken already or the minst is not moving in and out of range properly, otherwise you usually don't get off the cast. A higher instant range would make the described moves more difficult while shifting the minsts position closer to its group, rendering collapsing and cc'ing pretty useless, because you count on taking the minst out while being seperated from the group.
That being said, if you feel that you have problems doing your job as a minst, I'd advise to talk e.g. to Leroy how to improve your gameplay in an 8vs8 scenario. The latest changes really did'nt influence his performance, apart from giving us mediocre healers a chance to cc him sometimes as a team effort. ;-)