I feel like an overarching problem with the game's job design is that most of them run on rotations rather than a priority system. As in the sequence of buttons you press is largely set in stone, and any deviation from the optimal sequence will cause you to lose DPS.
That's why jobs can start to feel boring - not because they lack interesting mechanics, but because the way you have to interact with said mechanics is so static.

IMO the game needs more procs across the board. Not every job has to be as RNG-heavy as Dancer, say, but having a degree of unpredictability in your job's kit can help your brain stay engaged a lot more than just rattling off a strict minute-long rotation.