PVE is a whole other game. It has its own meta going for it and if jinx works there then power to you. But PVP effectiveness is very different. Jinx ties up your actions (like all channeled spells). You're not healing, you're not swinging your sword, not doing any other animations, and your effective damage is dependent on other teammates' damage to your target. This means it's USELESS for 1v1 or that one JPA that's about to flank your tunnel-visioned buddies. BUT, I can see jinx being good for those big fights in tight little choke-point cluster smashes, but I don't see myself in those situations often. In the end you can do just as good for your team with destructor/pistol or your own melee swings if you're careful enough. Players go down plenty fast anyway, jinx or no.
I always run Destructor when I play Warlock. Usually we have 1-2 other Locks who run embolden so I always use the default heal with destructor instead, and focus on single target healing and offensive melee support. I use it constantly when dueling or helping out in team melee fights where using melee can result in stunning my teammates. It does have a very high AP cost, but for a offensive healer like me, it does the job perfectly.
I love Destructor, and as others have said it is pretty chunky in the LP cost, to a point I think it's cost is to high for what you get. 300 Lp is shuricat and I don't think this compares to that. Also one reason you might want to keep auto pistol is for auto lock on flyers to wingclip em. As for others talking about Jinx, it is an amazing group ability. If I remember right it doubles the damage an enemy takes, so with just one ally you made it so they are equal to 2 attackers and the better killer you assist with this the more devestating it gets. But where it really shines is 2+ team mates, as they will be able to kill much faster than the opposite even at equal numbers. Add that it's aoe and makes having heavy weapons around really shine. Lastly with this, is this very visibly shows enemies and they will freak and try to run away just to get out of it. This also has the effect of the unspoken "everyone shoot here" without having to say anything for coordination, so ya if you get Jinx on you it's a death sentence. Protect is awesome as well, but this really needs to have a coordinated team to make use of it properly as I've yet to see any pug hug up in my circle. But with a coordinated team this is very useful, and works wonders for getting your DA on a point and keep him protected long enough to cap. Embolden and Renewer are good though depending on what you choose decides where your position should be. So all in all in regards to Destructor, I really do hope it gets a slight buff in damage. It doesn't need to be very much, but it could use a slight buff.
This makes me cringe really hard. PLASMA CANNONS my friend. That's probably why they're not all hugging you. That spell doesn't save you from them. Protect needs its radius increased a lot or changed to be cast like embolden (cast it, bubble stays where it's cast and lasts a certain duration) Personally I can't get protect to work for me. I would really like to know how much damage it mitigates and weather or not it stacks with embolden's mitigation effect so I could formulate a proper opinion on it.