Okay, so for the most part, everyone agrees that DRG is in need of a buff. For those of you who don't understand why that is, it's really quite simple. A DRG doing its maximum damage potential will not be doing the same level of damage that a Monk or Ninja being played to its maximum potential will. In addition to that, our only utility is in the form of a piercing damage debuff we can place on mobs to buff damage done by ourselves and Bards, but even with the added damage that Bards get from this our effective DPS is lower than that of a Monk or Ninja. The only other utility abilities we really have access to are Feint, which due to being on the GCD is not viable in any endgame scenario even when by some miracle the mob being fought isn't resistant to Slow entirely, our stuns, which we use primarily for damage and when used as stuns are more of a hindrance than a help due to being so much less effective than tank stuns, and a weak cross-class Mantra from Pugilist for anyone who felt like leveling that all the way to 42. Compare that to a Ninja's Goad, Trick Attack, Jugulate which can both silence AND stun, and Dancing Edge, or a Monk's full Mantra, access to both a stun and a silence, and Dragon Kick's INT reduction, and you'll see why it is that DRGs are unhappy to be doing so much less damage with so much less utility.
There are a few ways this could be remedied. First, find some way to buff DRG utility. There was talk of making less-used skills more desirable back as far as 2.3, yet skills like Feint have still seen no change, despite clearly being offenders of this. The easiest solution I see here would be to make it an off-GCD skill, while leaving its damage and effect untouched. Alternatively, give DRGs a reason to use it in our standard rotation by buffing its damage, and reduce the effectiveness of the slow it applies in some way, or even change the additional effect entirely. I also think changing Spineshatter Dive from a stun to a silence would help boost our perceived utility, though I acknowledge that this would cause its name to make less sense.
Another option is to boost our damage output. One suggestion I've seen for this is to boost the Heavy Thrust buff from 15% to 25%. I personally don't like that idea, as it's essentially giving us Greased Lightning 3's damage output for a single skill, and not only that, but then the effect of that suddenly dropping is even more catastrophic to our DPS than it is right now. That said, while a lot of people seem to think removing the positional requirements for Heavy Thrust and Impulse Drive in some way would help balance things out, I disagree. Moving around is not only not an actual DPS loss (as in not part of the real problem), but it's part of the job's playstyle that makes it feel different from the other melee jobs. Spreading out the buff among different abilities makes more sense in my opinion. Boost potency of the Full Thrust combo a bit, buff damage on our jumps slightly, and most importantly boost the piercing debuff from Disembowel to at least 15%. Disembowel is currently our only real utility, and in buffing it we'd be receiving both a buff to our own damage potential as well as our utility.
The third buff we could receive is slightly different in nature, as it addresses a different problem we as a job have had for a long time, and as such should not be done instead of the other buffs mentioned, but in addition to them. Most people by now have likely realized I'm referring to our Magic Defense. Due to our naturally higher Physical Defense, I don't believe that our Magic Defense needs to be on the same level as the other jobs, but it definitely needs a buff to some degree. The fact that I as a DRG can die so much more easily to magical abilities, which make up a large portion of aoes in endgame content, that no other job struggles with, especially with our increased proneness to be hit by them due to animation locks like Jump's, is nearly insulting. Yes, Disciples of Magic have decreased physical defense in the same vein. However, unlike how DRGs are likely to get hit by magical damage, there's virtually no chance of, say, a BLM getting hit by a physical attack unless something else has gone seriously wrong in that fight. This has been an issue for far too long and needs addressed in some way as soon as possible.