Honestly, I'm just doing a shivering dogeza inching my face closer to my ass to kiss it now... My expectation was AST would get vastly changed to compensate for a new healer, seeing as that is no longer on the table... Refer to sentence one.
I suspect DRK will get a lot of changes.
Tanks a sort of half and half, check and balances style of getting abilties.
MP/TP users getting a lot of cost/duration changes.
TP users getting a new system of costs, possibly Riot Blade/Siphon Strike type abilities being passed around/integrated into old abilities.
I suspect Gunbreaker will get a personal barrier (or single target/personal) and no gap closer. Basically competition for TBN and another tank wit no gap closer rather than PLD getting one. Only way I could see PLD getting a mobility ability would be if it was attached to Cover.
Enmity reductions put into more practical spaces, i.e. SAM Merciful Eyes, even if I suspect that skill won't make it into Shadowbringers along with Hagakure and Meditate. Possibly bake -Enmity into Yaten. (I play enough SAM to have an opinion at least)
I don't want to think about healer changes...
I don't mind combo rotation buttons, and there is a lot of places they could be added even for non melee jobs. Fire IV & Blizzard IV; Verflare & Verholy; Jolt 1, Jolt 2, & Impact; Wheeling Thrust & Fang and Claw; Straight Shot & Refulgent Arrow; Flare & Foul; etc. Barring MCH Changes its primary rotation begs for it atm. RDM in general you can almost treat like a melee to begin with.
I hope incoming damage gets drastically boosted to improve tanking and healing. This trend of games trying to become DPS zerg fests is incredibly disheartening for Defense/Support players like myself. Being able to sneak in DPS as a healer I found fun, then it transitioned into the primary role of being a healer, and I was all like "but I wanted to heal..." Need to flip around the exploiting of incoming large damage windows and defaulting low damage sections, to exploiting of low damage windows and defaulting of high damage sections. Reducing enmity gain and healing throughput doesn't seem like a bad thing in my case. Shirk would definitely need a reworking/nerfing, wouldn't mind if it required a target to be a tank in tank stance to work, it's original intent was to be a tank swap assist and nowadays its mostly a replacement for having to build enmity at all.
Wouldn't be surprised if Assassinate/Misery's End get culled or turned into traits.
And I agree, a redistribution of ability acquisition levels is going to be needed regardless, unless they end up using the response to cross role being baking in core skills to those gaps and they just acquire on level up rather than get assigned.