DRK at the launch of ShB became a shell of its former self after people complained about Dark Arts spam. I've seen people praise the changes despite the fact that we changed from spamming Dark Arts to spamming Edge instead. When pressed on this, it really turns out that their problem was more around button frequency than just simply what button it was, something that could've been fixed with tweaks to MP generation and ability cost rather than losing all the choices that Dark Arts provided. DRK is now a job that has a glut of mostly uninteractive oGCDs that exist purely to bloat out bursts, and outside that burst it plays worse than the healers.
Like Ty, I liked the visual change to SMN, but that still doesn't excuse just how different the job feels as a whole. Summoning Bahamut used to feel like a ritual you built up towards after a couple of Dreadwyrm trances, now it's a standard cooldown. Pets used to fight alongside you with Egi-Assaults, now Carbuncle sits there, looks pretty and sometimes tosses you a shield. There used to be DoTs and cooldowns that interacted with them (Bane, Fester, Tri-Disaster), instead there's nothing. Aetherflow is a wasted mechanic and exists as filler, nothing more. Even if I agree with the visual change to SMN to play into its fantasy more, it should've kept some of those older interactions and ideas in the rework; Egi-Assaults that built ruin stacks, DoTs could've been replaced with summons providing those effects, etc.
I miss old PLD dearly; it was my main job and I still dislike what it's become, even after getting used to it. It now feels like a slower GNB, with its only positive being it doesn't have Double Down disrupting the rotation after a while. Goring Blade is just filler, MP has no purpose outside Clemency, and Requiescat is just Confiteor fodder rather than a BLM-style Despair burst. The defensive changes were nice, but considering the standard for tanks now is near-immortality, those buffs are the result of power-creep, tank sustain needs nerfing.