Yes, it is. Literally every example you gave boils down to "will I do more damage if I perform y." This doesn't change with stronger range attacks. For example, in E11S, I have to disengage for Lightning cycle, there's a period of roughly two GCDs where I can't attack. There is no thought here, no decision making. I've already greeded the cast bar with Sprint. I literally do nothing because Piercing Talon is garbage. Making it not break my combo essentially gives me a button to press in this window where I'm otherwise taking a sip of coffee. Ninja's mudras actually add depth because they have a range option to fall back on whereas the other Melee don't, though Samurai can at least make theirs work.
You also keep ignoring Dragoon's range attack is worthless. It's so weak, there's literally zero reason to have it on your hotbar. That isn't fair, it's bad design.
Except Casters have options to fall back on. Summoner practically laughs at movement mechanics because they have so many instant casts. In fact, the only Caster remotely hindered by heavy movement is, ironically, Red Mage. And even they have Dualcast and Swiftcast to play with. The Melee have nothing. We just lose damage. Now if we were the strongest role in the game, you could make the argument of this being the trade off. But we aren't. Black Mage and Summoner deal more damage... despite having zero hindrance from movement. Even Red Mage is ahead of most Melee. So there is an imbalance here. Furthermore, it isn't this tier being friendly to Black Mage. They've been given a massive amount of movement tools specifically to address complaints about movement.
The whole purpose of learning how to play Black Mage is discovering where you can place Leylines, when you need to hold Triplecast and etc. That's primarily why its rotation is fairly basic. The actual difficulty comes from learning how you can turret. Melee don't have this option. If a mechanic requires they disengage, they just lose damage.
So having abilities so useless, you take them off your hotbar is "part of the game and class design"? Monk doesn't even have to worry. They don't have one to begin with. That also part of the design? Do literally nothing. Definitely good design...