My point is that jobs and encounters shouldn't be designed to arbitrarily require crappily designed jobs like Bard, make two Scholars incapable of interacting with each other, or enforce a division of n melee and n ranged DPS, or n players who can do an on-demand silence despite stun and silence being largely interchangable as 'interrupt' mechanics, or arbitrarily enforced healer/tank diversity.
I say this as someone who's DFed, PFed, and organized premade statics. They're not fun mechanics to organize around, they don't give jobs "identity" or "uniqueness", they just waste time in place of actually enjoyable, skill-based and job-agnostic mechanics.
They're also usually fights where the rest of the group doesn't really do anything fun or interesting. You don't interact with like 80% of T7's interesting mechanics unless you're the kiter, in which case you have to carry all those mechanics on your back. No one except the Bard did anything interesting for the first 3 pulls of T2 despite the entire trash gauntlet taking like 5 minutes and being at least half the encounter. And stuff like 'bosses who require so much DPS you're constantly out of TP so now you arbitrarily need a Bard to sing Paeon!' aren't interesting interactions between the player and the boss, they're dry mechanics where you have to bring n guy to use y skill at exactly 4:00 minutes or else the party arbitrarily loses.
(Like seriously, we have like 10 full class kits of unique abilities, many of which are utilarian in nature, and MP/TP song is somehow the only solution we get to this problem? God that's boring design.)
Basically what I'm saying here is I don't give a damn if bad mechanics like Renauds or High Voltage need to be nerfed for DF because they weren't interesting to work around in PF in the first place, unless your definition of 'interesting content' is screwing around with tedious party organization that usually boils down to 'Guess we don't have a bard, let's wait 30 minutes in PF!'