I provide my feedback on ideas that get put forth, which is literally the point of using the forums.
Just like people have critiqued ideas of mine, I have the right to critique the ideas of others.
Not to "Shoot down" ideas, but to put forth my own thoughts about maybe things to think about to adjust said ideas to make them more refined.
As far as me "Shooting down" suggestions about Freeze and Flare being relegated to AoE... As I recall, I made a point about not actually getting involved in the discussion around improving their use in an AoE situation. Then later mentioned that the reason for that is because I'd personally prefer if they had some use in ST situations too and then came up with an initial idea for that sort of implementation (However flawed)
Neither Foul nor Thundercloud procs are desired to be used in AF phase.
During AF phase you want to be using only Fire IV and Fire I.
It's not worth it to lose out on a Fire IV cast to use the "Stronger" Foul or TCloud proc because while they are stronger, they're not THAT strong to cover the entire Fire IV you miss due to the limited time you have during an AF phase.
Because otherwise the potency would need to be absolutely nuts. Meaning that in order to make it work without wrecking UI phase, you'd have to implement some convoluted system that allows it to ONLY be usable in AF.
Which has the risk of further perpetuating the static rotation too, if it's for example built off of using certain skills during AF. Like, say, if it used Astral Hearts which were only built up during AF when using Fire IV, then the rotation would simply be a static "Fire IV > Fire IV > Fire IV > Fire I > New Spell > Fire IV > Fire IV" which wouldn't be much better.
Meanwhile, there already exists a system to limit skill usage during AF. It's called Astral Fire. The literal buff to all Fire skills specifically during AF combined with UI's massive debuff to all fire skills during UI.
Why complicate things just to add in a non-Fire aspected spell during AF phase when you literally can just make a Fire aspected spell and it by default is already designed to be exclusive to the phase?
Dying on any job, reduces effectiveness in battle.
While jobs with utility buffs can still get full effectiveness from their buffs on others while Weakened, the flip side is that their buffs get reduced effectiveness if OTHER players are weakened.
None of this makes any particular balancing of a job (Raw DPS vs Utility) at an inherent disadvantage.
If anything, the disadvantages stem more from how personal resources factor into things. For example: RDM has a hard time regaining MP if their Lucid is on CD which limits their ability to Raise spam. SMN has a ridiculously long wind up for their Bahamut burst that is reset outright upon death. BRD has to deal with their Songs being on CD as well as maybe also having to re-apply their DoTs. NIN has to hope their Ninjutsu is ready to be able to get Huton back on. DRG loses all stacks which they had. MNK has to regain their Greased Lightning stacks.
So, if death penalty was a major factor in this sort of balancing, SMN wouldn't be meta. Since, not only is a majority of what they bring based on their own personal damage (Yes they have a Raise and they have Contagion which can buff 2-3 other non-DPS jobs but this is not the major part of why they are wanted in groups) meaning they are affected by Weakness to a near similar degree to BLM, but they ALSO have the crippling factor that is resetting their Bahamut progress.
This is why I doubt your "Proof" about how "Damage as Utility cannot work" when the main issue is simply that SMN has almost the same damage with their minor utility on top. Which is more indicative of BLM/SAM just simply not having enough damage to account for their lack of utility than the notion that personal damage jobs are inherently non-viable.