A friend of mine used Chaos reach in Devil's Lair GM yesterday and the rule is if you use it for damage, it sucks. So just use your brain and don't use it for damage; it clears out crowds really quickly, and that's better for it anyway because that produces orbs whereas damaging one target doesn't.
It used to be good for damage back when it came out, but now it's not. Furthermore, it could be very dangerous to the highly competitive damage meta to buff it because its total damage is very good, and has the capacity to be double with geomag, not to mention. And in long-term damage phases or cases of very high-health bosses, it could go really quickly from being well-suited to these targets to being the only reasonable choice.
Blogs my mind how many players do not use supers to add clear. Control through adds and you control all the fights. More orbs to go around does just that.
If I may highlight the full complaint though, it's not as simple as I've put it. Generally, the opposition wants most subclasses to have at least one super that is viable for damage. But I don't agree with this, because the purpose of class identity is for things to be different. So if there was a standard with regard to the roles contained within each subclass, that kind of kills the development of subclass identity.
Not to mention, Arc Warlocks have an exclusive damage buff to their whole team; the Arc soul. Getting amplified allows it to deal comparable damage to a primary weapon, passively. It's like witherhoard or anarchy in the fact that it adds directly to damage. Arc warlock is superb in long-term dps like Warpriest.