I won't say concerns expressed here are unfounded. But I think we've hit a point where we're all starting to wallow in despair unnecessarily.
I say this while thinking about how the mass complaints and exodus from BRD in HW was a large reason it became what it is now, or how HW's underperformers (AST & MCH) were rocketed to near OP levels by the end of the expansion. That doesn't mean we should just wait for the end of Stormblood hoping for great changes, but that DOES mean numbers talk. Let SE see that the changes made were not enough and MCH players are generally disappointed and low/declining in number, and hope for positive change sooner than later.
I should also note their entire methodology this expansion seems to be establishing unique identities for all the jobs, and trying to narrow the skill gap between players of said jobs. I'm FAR from an SE apologist, but expect some missteps in this process. I believe they said in the Live Letter that they're now rethinking their base idea of "more job complexity = more damage", perhaps if only because some of the current best jobs wildly defy that idea, or the playerbase shows it's not such a great idea by design. BRD has never been a difficult job to play (except when suddenly, wildly changed from what it was), and when returned to the way it was while keeping all the good things it gained during its "difficult" time, you now have a job that's easy AND as damaging as when it was complex.
MCH - the Stormblood MCH - on paper isn't a bad idea, but implementation of it seems to have been a complete hit or miss when pit against the core approach to jobs in this expansion. The Heavensward MCH was complex, but mastery of it (and some improvements) made it a powerhouse, but a shining example of what to "fix" in Stormblood. I think it was quite unnecessary to change it so drastically from what it was, especially when finally made into a workable, enjoyable job, even if a bit complicated. Yoshi P's "Expert job" comment always stood out in my head for that very reason. But if the job wasn't played all that much (and I should note, it wasn't entirely its complexity as to why it wasn't played), that didn't mean it wasn't good as it was. I would openly say SE missed the mark on that one, and made an unnecessary "fix" to an already unique job that had its place.
Ultimately, I love the job enough to be (somewhat) patient with SE's missteps, if only because gameplay metrics (and more importantly, hopefully, player feedback) will be the biggest determining factor in seeing positive change. I would consider 4.05's changes to have established a foundation to rebuild MCH from as a unique, not-so-complex job (as per their overarching Stormblood job vision) which can be capable of either significant damage or strong party support. I would even be fine with having MCH become the first "pure DPS" physical ranged job - which would definitely establish a unique identity and not impact on BRD's identity as ranged support at the same time. This does NOT mean I or anyone wants the job to be too simple/complex, but it's safe to say we all want MCH to be proportional, viable, and enjoyable above all else.