Sigh, people aren’t reading carefully enough.
Mission survival isn’t the problem when faced with just the NPC mission rats. My 4 module tank (2 T2 mission specific, 1 dead space EANM, and 1 dead space XL armor rep) still works fine. Can notice more armor damage, but the reps handle it easy. The problem arises that with the Void increased damage, Cat ganker fleets have a much stronger chance of bringing you down, especially mid mission. The Void damage increase, while nice for the rare chance a NPC wave decides to get within 30km, is relatively a very minor buff to the Kronos, but a huge buff for those hunting one.
I always keep a supply of high level Hardshell to pop if I have to, but I have been doing that for a long time. My damage is between 1400 and 1800 dps, so gank isn’t an issue. Never go afk. Might drop a damage mod to add a DC as an extra precaution, but a bit reluctant at this stage. Perhaps change the EANM to a RAH. Bastion becomes critical for most mission success and , as I noted, the 60+ second being pinned down really hurts the ship as no matter how often I hit the scan button, I cannot do anything to react to an incoming gank fleet besides pop a drug and overheat.
Consider this a buff to Marauders?..er, no. Marauders have always had a problem finding a niche with CCP trying several times to balance the class. Perhaps having an emergency shut down for the Bastion to break the long wait at the cost of not being able to use it for 5 minutes. Add a T2 Bastion module option. Tweak some other feature, plenty of other options.
So mission survivability should not be a problem if you follow common sense practices, the issue arises when other outside factors decide to interfere. For a class touted as the premier mission ships, it has a huge weakness that the latest build highlights. It always existed, but now is even more glaring. Ah well, survive, adapt, overcome has always been a key element in EVE; I’m sure this isn’t any different.