The problems with this opener are primarily three-fold. First is the GCD clipping which is easily rectified, and second is that TK needs at least +100 potency (arguably even more) for the dropping of the stacks to be viable. This is also just a boost in numbers and is therefore as easy as altering the recast time. Super simple, can be done within the hour. The real problem is that SHB loves its new encounter design philosophy, which is to shove some kind of obnoxious spread mechanic 20 seconds into the encounter which results in an uptime loss and cuts into the RoF/Brotherhood windows, which at a GCD speed of 1.86 would happen right after the second Dragon Kick, and at 1.84 would be right after the Twin Snakes. This happens in 3 out of the 4 Savage fights, both Extreme fights (though it's random in Innocence Ex), and in Akademia Anyder with the first boss using Tidal Guillotine, all at around the same GCD. In all cases, you'd use a SSS to disengage (it's not useless like everyone seems to claim), but because you have to reapply your DoT soon as you re-engage, it kind of defeats the point of using TK then so it becomes a "why bother" situation. If bosses stopped doing this, TK would be used DURING the SSS slowdown, just before the GCD came back up, leaving enough time for a Forbidden Chakra.
But what nobody on the Balance will tell you is that MNK performs most naturally, and eerily lines up with most of the boss mechanics in the game with an uncanny degree of accuracy, when at a GCD speed of 1.84, or at the least 1.86 (SkS north of 2k).
I still think SkS increases need to give a potency buff since otherwise there's little incentive to go faster other than you can. The effort required isn't rewarding without a boost in power to accompany the speed. I believe this is the secret to balancing other jobs, too, like SAM, and even the casters. Instead of buffing action potency numbers, let them receive a potency bonus for each 0.01 that gets knocked off of the GCD speed. If jobs play more naturally when they're pushed to greater speeds, and if you can do fancier things with them as well, then that style of gameplay also places greater burdens on the players to perform. For me, this is why I became a MNK main in Stormblood, since I live and breathe the Daigo Parry and come from the Fighting Game Community, and so I craved a very hands-on, actively-engaging job like how MNK was. If MNK still has the same skills it has right now, but could be pushed faster and feel rewarding for doing so, it would allow for accessibility at the lower levels of gameplay while rewarding those who push themselves to perform, without punishing anybody. The skill ceiling becomes as high as players are willing to push themselves, not forcibly lowered and shackling players who want more out of the job to cater to those players who don't like weaving and/or don't have the ping for more impressive gameplay. Nobody has to be short-changed if only speed came with power, instead of being at the expense of it.

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