In regards to Astrologian's Cards, I actually think we were already at a decent base previously, if we could just have a few changes, half of which would be beneficial regardless of the state of Astrologian or its Cards:
- Attack Speed now also increases the damage of oGCDs and DoTs and reduces the duration of skill animations. MP (and TP, for now) ticks now scale with GCD speed. Skill Speed and Spell Speed combined into Haste, which now just increases Attack Speed. DoTs and HoTs now have a "roll-over" margin which can be absorbed into their replacing durations.
- More on-Crit mechanics across all jobs, rather than fewer. Most jobs have one, though of varying significance. However, Secondary Stats have been rebalanced across the board, accounting for this utility value of Critical Hit. Guaranteed Critical Hits now have their damage increased by the excess % Critical Hit chance, but the Critical Hit stat no longer otherwise increases Critical Hit damage. The greater the significance Crit procs have on a job, the more base Crit their rotation gives them, which they are then balanced around such that Critical Hit raid buffs then have less relative impact on them (such that the damage advantage from external Crit buffs is more balanced across jobs).
- Not all oGCDs have animation locks. These can instead be used even when in the middle of casting another spell or in the middle of another skill's animation.
- Increased client-side trust in terms of queuing, allowing for decreased impact of ping on the immediacy of oGCD actions, which in turn better allows for oGCD-weaving across all players regardless of distance from their servers.
- Even physical classes will use MP (now that TP is gone), though in a generally very self-sustainable way. One now respawns with 30% MP.
- Lucid Dreaming gone, but jobs previously dependent on it will have their own ways to maintain their MP, while HP and MP regen ticks have been improved from 2% per 3 seconds to 4% per GCD and continue to improve, therefore, with Haste and Piety (while efficiency improves with Det and Crit).
And then some AST-only changes:
- New Lumiferous Aether trait improves value of Ewer on self.
- Spread no longer has a cooldown. Draw will now continue to recharge in the background even while holding onto another card for up to the 30 seconds. Royal Road now works more like Spread and is not active by default; with a Royal Road at the ready, one can Draw a new card and then either hit their Royal Road to apply the Royal Road effect or Use the card and then retroactively apply Royal Road to it to give it further duration equal to its original amount or increase its intensity by 50% or spread it to all other party members. Spread no longer activates the card, but simply returns it to the top of the Draw pile, from where it can immediately be used (via Draw/Use) or be consumed for Minor Arcana or Royal Road, with no effect on Draw's cooldown progression.
- Redraw given 2 charges and reduced to a 30-second CD.
- Spear buffed; still based around Crit, which is now the universal +procs stat. Arrow indirectly buffed by the above general change. Balance now also affects Healing Done and Bole now also affects Healing Received. Spire now reduces greatly MP costs for a short time, making it the strongest card for before AoE spams (heal or damage). Thus, all cards are reasonably balanced. (MP costs also further reduced slightly.)
- Royal Road: Enhance now properly gives 200% potency.
- Royal Road: Expand buffed against 3 or fewer affected targets. It now doubles potency before splitting the effect across all affected allies to a minimum of 50% effect, thus dealing 100% effect each to self and one other, 67% each to self and two others, and then 50% to 4+ total targets (including self).
- No more card effect limits. If you want to bank for a cooldown phase you could theoretically Extend-Balance a DPS and then Spread back a Bole to RR-Enhance a newly drawn Arrow so that the DPS would have +20% Attack Speed and +10% Damage/Healing at the same time.
- Celestial Opposition and Time Dilation now take into account the % power/duration of its Card effects affected. A 200% power and a 50% potency Extend card will both only receive half the extension from CO, while a 100% potency card would receive the full duration increase.
- Celestial Opposition and Time Dilation now refresh any shield effects to a maximum of 50% and 100% of their originally applied value, respectively.