Having a faster GCD paradoxically works out to your favor if you're playing with higher latency. Everyone tends to stick to single weaves outside of the opener. You'd prefer something closer to the Stormblood version if you lived next door to the servers, simply due to having a lot of mandatory double weaves despite having an overall lower APM.

I don't think that Stormblood has anything to do with this discussion. Dark Arts in Stormblood is just potency. Shadowbringers is just a more streamlined version with a fresh coat of paint on it. You can achieve the same effect with tuning. Reduce both the potency and MP cost of Edge/Flood by 1/4. Congratulations. You now press the buttons 4x as much to achieve the same effect as you did previously.

I like Heavensward's take on Dark Arts as an idea. Dark Arts expands your action list out to give them new, situational functionality. But players here vocally dislike situational abilities. The expectation is that every action be versatile in every situation. Take an ability like Inner Release for example:
- Removes resource costs from actions
- All attacks are critical and direct hit
- Nullifies stun, sleep, bind, heavy, knockback, and draw-in effects
- Extends Storm's Eye
- Summons a Lalafell butler to offer you a beverage of your choice

Compare it to the following ability, released on the same job in the same expansion:
[Ability Name Redacted] - Removes most detrimental effects

Nobody puts up with situational abilities anymore. Everyone enjoys playing a job that offers reward for effort. But if you make them choose between the two, they'll pick reward over effort every time. Right now, DRK needs to improve on the reward side of things.