Oh my god lol, what a sight to behold.
This word salad can basically be summed up as "I don't like BLM please change it for me" which is patently absurd, but as for some of the more questionable statements:
Sharpcast is extremely powerful oGCD that enables all post-triple BLM movement strategies. Describing the timer as "stress" is subjective, I don't find it any more stressful than not overcapping Polyglots.
If you're losing a large amount of DPS to a boss mechanic you probably didn't plan your rotation effectively. If a boss mechanic causes your timer and only your timer to inescapably drop (like a gaol), good news there are other classes that are harmed by forced downtime like Dragoon and DRK, drifting a big CD means you borderline can't recover without an opportunity for a reopener, or RDM who's mana economy for burst phases depends on uptime. BLM's can sting if you drop a Poly charge or get stunned in AF but these mechanics are few and far between, and sometimes don't even target the DPS like in e4s.
BLM is largely considered one of the most well designed jobs, at least from what I've seen and discussed. I haven't read all 10 pages but if you would clarify what is actually "bad game design" in an objective and player-agnostic sense I would be glad to hear it.
Oh there's more lovely.
A distance between the skill floor and ceiling, and a barrier to entry are not inherently bad things. Experienced players who can manage the timer are being rewarded. Reward for mastery is a core tenet of game design. "Unnecessary" is a really garbage word to use because it doesn't make any argument other than for absolute and subjective minimalism.
If you don't understand why the timers are critical for managing the other stuff you mentioned, please stop commenting on BLM design.
If you fail a basic job mechanic your DPS is bad, yes, this is common. Glad you don't think timers are a high barrier to entry, invalidating your previous argument.
WoW is irrelevant, I don't care how nostalgically inclined you are.