This is a short list of things I have found to be frustrating on DRG since coming back. I understand other people will have views as to why these things should maybe not be adjusted, and they are welcome to their view. I know a lot of these issues have been visited in previous threads, but this is really just everything merged into a single nutshell that bothers me the most about my favorite job.
First, lower the recast of Call Wyvern. I personally think I do a great job at keeping Soryu alive. I manage to keep him alive during AA fights, WKR reives, etc by constantly attending to him and watching his hp. The problem is, when you die, the wyvern goes bye bye. If you're lucky, the timer is ready. However, most of the time you won't be, then you're basically a neutered puppy until you can resummon the wyvern. This doesn't happen because I suck or don't know what I'm doing, it happens because you can't do much when you get 1 shot. A simple solution is to introduce a pet item that allows you to call wyvern without depleting the Job Ability. The better solution is to actually reduce the recast timer to maybe ten minutes. After weakness wears off the timer would be 5-7 minutes, which is still annoying, but easier to deal with than an outrageous 15 minutes.
Second, Drakesbane. I feel insulted this weaponskill was not adjusted during the major weaponskill revamp. It seems like it was intentionally not adjusted. Even with critical hit rate +20%, I found Stardiver outperforming it on fodder monsters. Also concerning Drakes is the compatibility with Stardiver. At first glance, it appears Stardiver was implemented to enhance Drakesbane with the critical hit evasion reduction. So then, why do these two not skillchain together? That just does not make sense to me. For anybody who is going to refute the need to address this, please do not use Ryunohige owners being too powerful as a defense, as they makeup a small portion of the DRG population.
Third, there's the issue of Jump not serving a purpose when your wyvern is out (and it should always be out). I will leave High Jump off this list because it does have the use of shedding enmity when Super Jump is down. Because Spirit Jump has wyvern presence bonuses, Jump is practically useless when the wyvern is out. Any bonus or perk would help. Maybe a stun effect, a drain effect, chance to reduce enemy's critical hit evasion, there are really numerous ways to make Jump relevant.
I firmly believe that all of these issues need to be addressed and adjusted. Ever since I've played DRG I've always felt it was the neglected child, and because of that it was never able to be appreciated the same way the golden child is.