I am actually in two minds about weapon damage types... On one hand I like how classes support each other to some degree however it leaves the few that don't out in the cold a little.. Sometimes I wonder if they should just do away with them.. While it adds a little bit of complexity to compositions, it also forces them.
MCH is too valuable for hypercharge, and BRD is too valuable for casters (Foe), so you should pretty much always have one of these..
If you have a MCH / BRD you pretty much always want a DRG (Disembowel)..
If you have a DRG then the only other slot for melee should be a NIN (Trick attack is too valuable)..
Where is MNK in this?
I don't even particularly like MNK, and I much prefer playing DRG.. However there is a reason MNK is rather undesirable for a lot of raid comps in the current meta.
Playstyle? No.
Role? It actually is.. Hence why it's more of a support based DPS than a personal damage based DPS.
Their main role in a party is actually to support Tanks and melee.
Goad and enmity control is a thing. Not to mention enhancing the party's burst damage with Trick.
Goad is TP regen for everyone else ASIDE from the ninja.. That alone should show you how selfless of a class they are meant to be.
As for Enmity control - they allow the tanks to push out more damage by dropping enmity stances and combos in favour of damage, with both Shadewalker and Smokescreen.
They also tried to design Ninjutsu around tossing a bunch of utility onto the role. While it doesn't work for the most part because of reasons, they have them there.. Looking at the class as a whole it is definitely more of a support role than a heavy DPS. Compare all of this to DRG and MNK..
As for the ninjutsu comment, Doton and Hyoton aren't really used for their utility - however they are there for that reason. That is more of a community thing than anything else I realise so I won't press this argument.