To add to this, to get the most out of a raidbuff it requires some level of optimization.
For any rDPS heavy job to actually contribrute it requires other people to actually press their buttons, not die, not eat dmg downs and not drift their burst out of buff windows. And that's 8 people.
"Selfish" DPS should have more personal DPS output, yes, but they should under no conditions outperform jobs that depend on group co-ordination.
Current standings in rDPS:

Current standings in rDPS sorted by DPS:

Current standings in rDPS sorted by MAX:
Current standings in aDPS:

Current standings in aDPS sorted by DPS:

Current standings in aDPS sorted by MAX:
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"But isn't the MAX entierly reliant on RNG? Good crit for the player themselves- their teammembers, and even what jobs they bring?"
Yes. And such RNG and uncertainty applies to
all of the jobs- but least of all the "selfish" DPS as they have one factor (themselves)- as opposed to rDPS jobs' 8. The fact that it is RNG reliant isn't inherently fantastic though, I will admit.
"So how would we find an accurate estimate of each job?"
With the way FFLOGS currently work- we can't.
However there would be good reason to atleast aknowledge the 100th percentile parses, especially when the rankings of the jobs ends up changing. So for these current statistics:
rDPS DPS:
MNK->RPR->BLM->SAM->DRG->NIN->RDM->SMN->BRD->DNC->MCH
rDPS MAX:
MNK->BLM->DRG->SAM->RPR->NIN->DNC->BRD->RDM->SMN->MCH
aDPS DPS:
SAM ->BLM ->MNK ->RPR ->DRG ->NIN ->MCH ->RDM ->SMN ->BRD ->DNC
aDPS MAX:
SAM ->BLM ->MNK ->RPR ->DRG ->NIN ->SMN ->RDM ->MCH ->BRD ->DNC
The (1 week) difference in rDPS DPS between MNK and NIN is 231.
The (1 week) difference in rDPS MAX between MNK and NIN is 267.
The (1 week) difference in aDPS DPS between MNK and NIN is 497.
The (1 week) difference in aDPS MAX between MNK and NIN is 516.
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Melees and Casters would lose nothing if their potencies got buffed and had their raidbuffs turned into a personal buffs, akin to Death's Design. If anything, it would finally allow players to say "which job do I actually enjoy playing?" as opposed to "man I fuckin wish I played SAM instead of NIN this expansion cause I feel like I'm actively griefing my team".
Not to mention that this would also give the devs a more streamlined approach.
The game would
be better if the devs had fewer variables, because trying to balance 8 different raidbuffs scaling multiplicatively off of one another is an absolute nightmare, and as a player it feels absolutely garbage to play a low aDPS job, arbitrarily "taxed" because 5% of your DPS has been stripped away from you and thrown to the mercy of your; completely random and often incompetent; team.
Forget this stupid "mobility tax" here "difficulty tax" there, the only thing this thread has been taxing is my patience.
This game isn't hard.
No jobs are hard.
Your job shouldn't do more dmg because it's "hard".
Your job should do more damage because doing damage is fun.
Feeling like you're always capable of beating any other job in the game if you become good enough; is fun.
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