Addendum on cards.
As a former astrologian main (and a diehard nocturnal sect defender in the dark days of 3.2, though I've since switched to white mage), I enjoyed the paradigm of the astrologian's card mechanic a lot - even if it often just reduced to how fast one could make a spread Balance. And as such, I was as shocked as the rest of you at the changes in Shadowbringers.

However, while the new card mechanic feels awkward, I don't believe that the removal of TP, the de-emphasising of substats (the removal of crit-based mechanics from bard is very telling) and the continued position of the white mage with regard to raid utility allow for anything else.

I do, however, have one major objection. The cards that boost melee DPS should also boost the tank's damage output, while those that boost ranged DPS should also improve the healer's damage. This is because in 4-player content, players will often queue with two ranged or two melee DPS - and 'close combat' and 'ranged combat' include more than simply DPS classes. There will always be a tank and a healer available for the astrologian to buff, and a 6% bonus feels considerably more real and meaningful than a 3% bonus.

I've yet to feel out how the mechanic plays in practice, and I doubt it'll live up to the experience of the old version of the mechanic - but that change, at least, I could consider an unfortunate sacrifice if it weren't for the more drastic changes to the role as a whole.