Good to see the thread is still alive almost a year later. It's very disappointing that none of these have been addressed since the time I posted this. Or resolved, rather. I know this is mostly pointless, but I was trying to think of a way DRG could become desireable again, and I came up with a few ideas.
New Jumps: Compile all jump abilities into categories Jumps 1, Jumps 2, and Jumps 3. Jumps 1 would consist of:
Jump (new additional effect: accuracy boost, +30, lasts 30 seconds. The boost and duration are doubled if the wyvern is NOT present;
Spirit Jump (stays the same);
Tactical Jump (deals damage and induces a short terror effect)
Jumps 2:
High Jump (new additional effect: attack boost +30, lasts 45 seconds). Again, effect and duration are doubled if Wyvern is NOT present;
Soul Jump (stays the same);
Striking Jump (readies target for a skillchain (as if the job wasn't already good enough at self SCing));
Jumps 3:
Decisive Jump (ensures all melee attack attempts on the target within the next 10 seconds land, this ability has low accuracy, but accuracy is 100% with Wyvern absent);
Super Jump (stays the same)
Valiant Jump (grants a 20% Damage taken shield for 30 seconds, generates a lot of enmity. If wyvern is out, effect and duration increase by 50%, this effect simultaneously applies to wyvern)
Merit categories would be adjusted to Jumps 1, 2, and 3 recast timers. Each category has a jump that benefits with the wyvern being out, a jump that benefits from the wyvern not being out, and a jump that is neutral.
My second idea was to repurpose and add new breath abilities.
Heavenly Breath - AoE erase, recast 30 seconds
Divine Breath - AoE cure, recast 180 seconds
Spectral Breath - AoE barelemental, provides a unique buff that gives resistance to all elements (+100), duration 5 minutes, recast 10 minutes, stacks with barspells and runes
Mighty Breath - AoE Embrava! duration 3 minutes, recast 10 minutes, exact same effects as Mighty Guard
Add enfeebling effects to corresponding elemental breaths. These effects would not be very potent, but provide a source when they may be otherwise unattainable. They would be overwritten by player enfeebles.