What a terribly condescending post.
Honestly, none of the people here are game designers, but you don't need to be a game designer to know when something feels off. The same way you don't need to be a doctor to tell someone they're sick. Now obviously, some people just aren't going to be happy with anything, and complain at any sense of difficulty, complexity, depth, or anything not straightforward or free. But if we're talking objectively, Wheeling Thrust still isn't the shining example of good game design and implementation. And it's obvious.
I won't speak for everyone, but no idea what general balance and difficulty floors are? Some people might not, but there's still intelligent people who'd agree that if you're going to give difficulty for something, there should be a benefit for the difficulty. It's basic game design logic. Headshots in FPS games are ridiculously hard to pull off without some skill or practice, but the benefit for this difficulty, is instant kill. Certain combos in fighting games are non-lenient and require great precision as well as execution. The benefit for that, is giving them higher damage, and sometimes better setups. Simple logic. Not to mention, making WT a simple 50/50 doesn't 'balance' the dps increase. It's not that difficult to deal with. BoTD and GK is the risk vs. reward system we got, WT is just... legitimately trying to confuse you with no perceived benefit for doing so. And my belief is, that's not the worst part. The worst part is that we had 5 skills to be given in HW, and one of those spots got wasted by a duplicate. Again, you can have the difficulty, the 50/50, and balance without putting WT at 58 when it could have potentially been other things.
Even looking at examples from our own game, look at SMN. It isn't the greatest DPS now, but look at what it got and how well it all syncs up with their job with NO duplicate skills. They got increased difficulty AND damage through Dreadwyrm Trance (like we got through BoTD), Ruin 3 which is only a DPS increase where it's meant to be used, Tri-Disaster is arguably broken, and has no negative impact on damage, Painflare has uses, and can be a DPS increase, and Deathflare is hilariously powerful. They have very obvious examples of things that are hilariously strong with very little drawback. WAR is another example of this. Deliverance and Fell Cleave? Where's the 'general balance and difficulty floor' there? It does nothing but increase the difficulty a healer has healing them, not their actual ability to play the job.