Originally Posted by
Aco505
I think it would be interesting to find a way of recharging HM outside of downtime, since HM can also be used during burst when it's not required for disengages. Perhaps giving one charge per Gluttony cast, after gaining X amount of gauge or doing something specific in the rotation?
Giving 10 Shroud would be my choice to also help the job a bit when there's more downtime, such as in Ultimates. Gauge jobs like RPR, RDM, MCH, and now VPR do have their strengths in this kind of content, since they can bank more gauge for relevant phases but also lose more damage when they can't attack due to having no way of upping their gauge a bit like SAM for instance.
This doesn't mean they should be homogenized but instead they could each get an extra unique tool or two to generate a tiny bit extra to deal with these situations.
This could help with drift so why not.
Doing this means RPR doing less personal damage. I think it's fine as it is. RPR is a job with more personal damage than the average (below the non-buffing jobs and above the buffing ones) with the theoretical tradeoff of having less rDPS.
As for the rest of your points, I either disagree or am indifferent. Reducing the CD of Enshroud could be good in some ways but not so much in others.
While I agree that some QoL would be nice, there's also the consideration that the job works perfectly as it is right now and that choosing when to deadzone or when to deal with what's given is also part of the fun of playing it.
As a newer job, RPR doesn't require as much as other jobs would although it'd be nice if they got their ceiling raised a bit more so that its main complexity wasn't mostly double Enshroud windows.