Let me make a few things clear:

1.) The Ravens from 1.0 had quite some symbolic value and rereleasing them in an event that basically insulted the original achievement in terms of difficulty broke old veteran's trust. Let me remind you it is said veterans that continued past 1.0 and supported the game throughout its relaunch with ARR. While a fraction of the playerbase, it warranted an apology due to broken trust of old players and was equally needed from a PR standpoint.

2.) The tooltip for Battle Voice was indeed a bit misleading and disappointed me on first usage since even myself thought it would apply to myself. Keep in mind that a tooltip change is barely any work to fix it, thus a response by the devs is much easier to come by.

3.) DRK players ever since 4.0 were in a constant debate about what to do with DRK. That debate became bigger and bigger with each time WAR, their main contender, received a buff or fix that made them feel more stable - especially the Shake it Off rework gave WAR a group mitigation tool that was completely unnecessary for them to get a good position given their mitigation suite and damage.

In 4.2 they dropped a full rework of 4.x WAR mid expansion, causing an outrage of DRK discussions, page after page of tank balance, countless buff ideas of how to tighten the gap between DRK and WAR PLD. At that time DRKs only strength was Dark Mind's 60s CD. It had weaker damage and mitigation compared to both of it's peers, absolutely no DRK-based utility and the tools it had for itself were quite dislodged (plunge delay, sole survivor doing nothing in raids, 30% DM cost Dark Arts, etc). PLD even got nerfed a couple of times to bring the damage in line with DRK. But the main issue since 4.0 remains:

The dreaded "Dark Arts + Soul Eater treadmill".

Compared to the other two tanks, you have one button you need to press a lot to get performance close to the others which at most time ogcd attacks (which DRK has to do on top of DA). Now I know what ye will say, 3.x had also lots of buttons to press - the difference ist made DRK feel more interactive due to parry procs and DA was risky due to Darkside's MP drain.

What we have now is tons of MP to spend which we do with Dark Arts primarily, for better or worse.

I ask thee: what did Machinists talk about? How much? What solutions? There may have been something, but nothing on scale of DRK, let alone BLM when they cried for buffs. That on top of the difficulty of how to rework MCH compared to other jobs is why MCH is in such a state.

Another problem is: who do you compete with for a raid slot? Logically it should be BRD, but in fact you compete with casters. A bit too much and you become nearly must-pick. The fact you don't compete with with BRD due to their supreme utility and buffs is another underlying issue.

MCH is in a MUCH more difficult spot than any other job and it indeed doesn't get talked about enough when it should.