2. It's not that the SMN didn't finish the burst, I purified them away and even if he followed up with pain/deathflare I've got Recouperate to answer to that. I mean the SMN would have thrown his best combo at me, I can't expect to take 0 damage right?
It's a MCH/BRD's job to keep enemies in sweetspot range, you don't seem to realize that even in the 2nd video after getting jumped on I was moving backwards and trying my best. It's not as if I couldn't move or enemies just randomly run into my sweetspot, you always move in response to what the enemy does. In that 2nd vid I was still slowly getting used to MCH and pretty shaken and all I could think of was to get my Rapid Fire + Gauss Barrel on. But that was about a month ago and it's different now. He comes in close? Use your two abilities to get away. There's no luxury to save up an ability just in case a wandering melee comes around, in 5-6 seconds you'll be dead if you don't do something!
I do agree the SMN burst fits all sorts of roles (team fights/solo fights/healer pressure) and in that respect makes it versatile and user-friendly. But if we were to talk about strictly 1v1, all CDs are up and where there's no outside influence (not that you'll have the leeway to even be considering that since it's either you or him that dies in a few seconds), all the melee with Fetter Ward (except Nin) + Purify, BRD/MCH who can just simply click Purify + Recouperate will own a SMN. WARs will eat SMNs alive.
And so they have to hide behind their human shields and shine in group fights. I do a lot of PvP per week, you can check it out on the lodestone. From experience there's only a few SMNs who willingly get into melee range, most either end up dead or sent running away instead. If a DRG/MNK is right beside me with Fetter Ward up in a 1v1, then most of the time it was my carelessness and I deserved to be killed, simple as that. Even if our damage is 100% at melee range, there's little you can do to a raging melee who can stun/pacify and burst better than a MCH/BRD.