Overall I'm pretty happy with the perk balance at level 100 so far - I can imagine situations where I might choose medium ASI on guns, high damage vs gremlins, high poison resist, or six health.
In short, it's been pretty clear to basically everyone for a very long time that a medium bonus to swords/guns/bombs is more useful than a medium bonus versus a single monster family 95+% of the time. It's also almost universally more useful than a single status resist trinket (which has the resist of about one medium UV).
With sprite perks, OOO has shown us that they acknowledge the disparity - we're choosing between medium sword damage, HIGH vs fiend, and HIGH fire resist. Now I can't say for sure how balanced this is, but I can say that it is much, much closer to actual balance than two options where one is more or less obviously superior to the other. Because ideally, balance is being able to say "I really don't know which is better."
Unfortunately, gear stats are still a relic of the days prior to OOO's realization of the balance disparity. Valkyrie, for example, only offers a medium fiend bonus to offset its below-the-norm defensive capabilities - it's kind of like Chaos, except without an offensive bonus that's good enough to bother with. Then you have defensive armor like Grey Feather which is... poor (compare to Vog, their defenses are roughly equivalent if different, and Grey Feather's only asset is its shock resist, which you'd be hard pressed to argue is worth it even if you're delusional and don't believe that offense >>> defense in Spiral Knights). And sadly those two sets are some of the better options from the non-Wolver/Gunslinger/Chaos gear. Don't even get me started on status resist trinkets.
I could go on for a while analyzing armor disparities, but honestly I don't think I need to. The majority of armor in this game is unusably weak by comparison. There's no reason it has to be, and there's no reason it should be. We can look at how perks are now, see that they do, in fact, offer a more balanced selection of bonuses, and apply what we see there to the existing gear to improve it.
On top of all that, the more available gear that is actually worth using, the more fun people will have acquiring and using a variety of gear. People will want to get more of the available items and they will have more fun trying to build good loadouts out of them. The game will feel that much more expansive, and people are likely to stick around longer. Plus, changing a medium vs undead to a high vs undead is a minimal change in terms of dev effort. It might take some playtesting, but honestly we've been doing that in spades for quite a while now. It's something that a lot of us have really wanted for a long time, and it's hard not to justify that it's worth the effort to change it.
Instead of buffing everything ridiculously, nerf the gear that needs iit: http://forums.spiralknights.com/en/node/86137#comment-762920