Agreed with the fact that DWT is less of a hassle to "waste" than enochian (way less), but it is the very principle : you hit an eject button on a buff. You do it because it's a benefit, sure and what I'm tackling is that we ever be in a situation where losing a buff becomes beneficial. It should never be the case, cause it means bad design of the buff.
They just need to allow AF to be hit anytime and we'll be really fine with that. I mean DRGs continue gathering eyes while in LoTD. They lose them if they gather more than 3 before, but you just enter LotD and can continue mirage dive your way to next phase.
Actually even if they have to nerf things to maintain DPS levels the way they are, I would gladly see them remove blockouts : AF available in transe (even without the kit, just the skill itself), Transe and Rouse available in Bahamut. Sure it means more down time ruin spamming, but it allows more flexibility for the fight, and I would ask for nothing more. You can do the current "flow" on normal occasions, but a special boss jump doesn't put you in a situation where you need to haste or skip one of the quarters of the wheel : you'd just overlap them.
As for all your exemples (thank you for the time and effort btw), I see a lot of "swing and miss" by Square Enix, and an offset between expectations and reality. They're all exemple of poor thought designs, even porr balance choices (regarding SAM, we all know selfish don't work here cause 1 - Square is afraid to overbuff and 2 - let's talk about the elephant in the room, everyone talks about rDPS but really actually likes / wants a buff for fflogs and BLM and SAM won't provide you any).
But I don't see conflicting ones in the sense we hear it (maybe we fail at explaining it correctly).
DWT is a buff so your true purpose is to maintain it as long as poss...wait no not true, abort the first one. Because of an external mechanic ? No, because of your own kit. You do that to follow the n°1 rule of SMN : AF always on cooldown. Poor design.
Also : second absolute HS SMN rule : you never clip Dot... oops new SMN is kinda messy on that part too, at times. I guess the reset of TD kinda also feels weird to optimize.
PS : Although I like a lot of your examples of bad designs, the examples with tanks are not really the best. High level guides reject the concept of MT and OT, as well as the idea of a "no swap fight". There should be no such things, precisely to benefit the parts of your tool kits you miss depending on your role. It should be First tank (to go), Second tank.