Just a few points:
LoTD isn't a significant amount of damage, this is currently the problem. It only gives us access to 1 ability: Nastrond which isn't even 5% of our damage (I do understand that we have a lot of abilities so 5% isn't actually as small as it sounds, but it is still small even within DRGs kit) and despite this it is pretty much what DRG is fuctioning around because as you said, we have a saturation of BotD now. It is completely useless and pretty much just serves to fuck us over when we lose it. How is this remotely in line with their design philosophy?
While more utility = less personal dps is fine in theory, this should never be applied to melee dps especially DRG considering how notoriously inflexible the class is. Is this gonna be the new trend? They are just gonna say fuck it lets completely change the paradigm and make casters the support, melee the stationary and ranged have positionals? I realise this is hyperbolic but why did they change DRG from a reasonable powerful dps (3rd/7) with slightly better-than-average utility to pretty much a support dps (7th/9) and nerfed some of said utility? It's not even a lenient class unlike the other 2 'support dps' which are ranged dps that have complete free reign.
You wanna know why? Well Yoshi himself said that in the teams considerations for what dps should be where, things like ability to avoid mechanics and amount of ranged attacks. If I am honest, this annoyed me quite a bit. Not only is this flawed, as melee DPS never want to be at range and if they are, I'm pretty sure they don't want to cancel their combos using their 1 shitty potency ranged attacks when they can return to range in a few seconds, or in the more likely case they will figure out the most optimal way to minimise downtime (max melee range, just eat the damage, use time to build resource), DRG is also terrible at ranged combat at least compared to NIN. If you are away from the boss, chances are you reaaaaallly won't want to use an attack that places you back there even if its for a split second. The other jumps don't even put you back to where you started, so now you are stuck in melee range so they aren't viable ranged attacks either. That only leaves GSK and mirage dive. Mirage dive is only useable after said attacks that put you in a precarious situation anyway, and GSK is on a 35 second CD. So no, DRG is still shit at ranged fighting and don't even have anything to do during downtime.
My main point is, they should have never tacked on the 'utility' tag onto DRG, it had no place being there. NIN is more appropriate due to the fair lenient nature of its playstyle and the fact that it has always been that class so you go to play NIN expecting it to be that way. DRG should theoretically be where NIN is and vise versa because even if NIN had DRGs dps, they would STILL most likely be more wanted than DRG but at least at that point, it would be somewhat of a competition. Right now DRG isn't even a consideration for most serious setups even if they can clear with no problem.