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For me it's mostly how most if not all jobs turned into a 2minute burst show overtime. I was fine with Machinist being the one that really wanted to shove their entire kit into their wildfire window as I had other job styles to play, now it's all the same.
So it's not necessarily the unique job gimmick each job has that feels samey (cause each job does have that lil flavor).
I'd just like to have that lil flavour of the job not just be 20% of their kit but it should be closer to 70% while the remaining 30% of the skills should be akin to role skills, ensureing that you have the basics covered to fullfull your role itself.
The personal high-level tank and healer skills are an excellent way to add flavor to the jobs (think Sheltron/Aquaveil etc)
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I think it's pretty obvious that over time, class mechanics have been simplified so that players can easily choose which "skin" (job) they want to play and not have to worry much about how to play that class as they are all relatively the same based on what role (dps/heal/tank) that they perform.
Some classes have a bit more uniqueness than others but even still, the differences between classes have diminished.
The simplifying of classes has even been addressed by Yoshi P. Yoshi has stated that "streamlining" the classes was a priority for 7.0, although it's been happening gradually anyway over the years.
Here is a link to the live letter from the producer where he speaks on this specifically: https://www.youtube.com/live/oh5piV-0MWQ?t=7145s
In the video he states classes will begin to become more unique by version 8.0. Who knows if that will happen or what that will look like but if you were on the fence as to whether classes were losing their identity or not, hopefully hearing it from the director and producer of the game is proof enough.
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I think I figure out what Yoshi P means when he said that he want to simplify the jobs till 8.0 then add complexity and identity for all jobs.
But I believe this is a wrong approach, but he may surprise us Idk