I'm beginning to think that it's a losing battle to balance enchants vs. enchant removals. Because, unless the ultra-thin line of perfect balance is achieved, one will totally crowd out the other.
Think about it - what's the simplest way to beat enchant removal? Bring more enchantments. Having 1 or two enchantments makes you vulnerable to the removal skills - so you bring more to cover them up, or bring spammable enchantments, etc. Enchantment removal actually -encourages- the use of enchantments.
What we should think of instead, is to have lots of skills that punish enchantment using teams heavily.
More skills like Melandru's arrows, for all classes. Skills that are not very useful against non-enchanted teams, but become exponentially more and more useful as the enemy uses more enchantments.
Skills that apply various negative effects if the other team is running enchantments.
Spirits that cause the enemy's enchantments to apply to your team as well.
Skills that cause extra damage if they have enchantments.
Hexes that provide you with constant energy per enchantment on your target.
A skill that copies the enchantments off an enemy and applies it to all allies around that target. Use it on a smited warrior surrounded by your allies - suddenly he's getting 4 Balth Aura's coming right back at him

etc. etc.
What will happen to the meta game? Well, it would make using enchantments sparingly the safer route - which makes our existing single-enchantment strippers actually useful. Builds which use lots of enchantments, whilst more powerful, would correspondingly become much more vulnerable to certain other builds. And that's a nice game design mechanic.