I mean, the question that you're really getting at is whether WAR needed a damage buff at all. It didn't really. It needs its gameplay buffed.
This just about getting more people to play WAR again. But to do so, you have to make the job itself a lot more interesting. The single biggest mistake made with WAR was
4.2, in that they removed the gauge costs when IR was active. Instead of spending your downtime
setting up for and carefully planning your entry into your big burst phase, you spend your downtime
waiting around for your big burst phase. 10 seconds of intense activity followed by 80 seconds of waiting around. This is a band-aid solution to a deeper problem. Big numbers are exciting, but only when you earn them.
Resource-gated burst is probably the answer to how you balance out burst and make it uptime-dependent. If the boss has a five minute cutscene midfight where you all go get coffees, you just have a free reset in your cooldowns, which is what burst jobs want, since they're time-gated. You're always in your opener. If it's resource-gated, you're not building resources during that time, because your resource generation is
uptime dependent. I want this game to reward uptime, not 10 seconds of activity followed by 80 seconds of coffee.
Either way, this was not the correct way to go about it.