I haven't seen Yoshi-P even mention the term 'job identity', but pretty much everyone else is demanding it.

There are way too many jobs at the moment, especially for the size of their job design team. But 'new jobs' is too much of an expansion selling point for them to hold off on adding more.

The role action system is just a cost saving measure. They've never had to develop a 'Rampart-like' action for GNB because there's one already in the template. They'd probably merge a lot more actions on to the list if it wasn't for the fact that they know people would complain even louder about homogenization. But there's actually something even worse than that. Partial homogenization.

The absolute worst thing you could do from a game design standpoint is make several identical abilities and then make one just slightly better. Because then you can directly compare them and know that you're being shafted on the deal. Vengeance is an example of this. The smart thing to do would have been to add a unique special effect to each one of the 30% damage reduction cooldowns that you couldn't compare the effectiveness of.

The raidwide mitigation abilities are almost an example of how to do this correctly. Passage of Arms is an area of effect %damage reduction effect. Shake it Off is a party-wide version of TBN. Reprisal is a damage down debuff. Dark Missionary and Heart of Light are... well, okay, they're both obviously inferior defensively to the rest and they're identical to each other. But they were doing perfectly fine up until that point.

It's really quite baffling how they can make such bad and inconsistent job design decisions that the playerbase obviously hates, but we're supposed to wait 2-3 years before we roll the dice and hope that they get it right, just because we can't fix things mid-expansion. They really should do a Q+A session with the job design 'team' and sit them in front of the forums here, without cherry picking questions.