Summoner has had the problem of what amounts to development Schizophrenia. Every expansion has basically been an entirely new job at the top level while old mechanics accumulated and nothing really played well with each other.
Samurai's development history has actually been fairly smooth until recently. It was more or less perfect in Stormblood, and the only issues in SHB people had with it was that Shoha was kind of a niche skill for a capstone skill and that Tsubame Gaeshi locked the rotation into rigid 60 second loops rather than the more flexible Stormblood rotation (which is only something that high end raiders cared about). Shoha got fixed almost immediately (as a Monk player I can barely imagine it only taking one patch for feedback to be received and your problems addressed) but that fix set up Samurai for the problem it actually had in Endwalker, way too many buttons. The long and the short of the Kaiten removal issue is that Samurai does have substantial issues with button bloat because there's a glut of actions that are fundamentally identical down to the actions sharing a cooldown, but one action is only used in AOE and the other is only used in Single Target. The devs were coming from a place of trying to promptly address those complaints by removing Kaiten, but in practice they targeted the wrong skill. If the current level of anger keeps up then I imagine it'll see a fix in 6.2. Not quickly, but still faster than how most jobs get fixed which can be measured in years or expansions.
MCH had the problem of being reworked for Stormblood's broad design of adding Gauge's to every job, but the devs didn't actually think out how MCH's gauge would work. That was kinda true for the gauges for jobs not named Samurai/Redmage which were designed with their gauges in mind, but MCH got the shortest end of the stick with it because for the first I want to say 2 major patches MCH basically had no clear playstyle on how to engage with its Heat gauge. There was basically no difference between overheating vs not overheating. When they finally tweaked its numbers so that there was a definitive playstyle it was incredibly janky because of how it interfaced with the games pretty bad ping issues and it was the least popular job and sitting in the same tier of people not wanting to play them regardless of their actual performance, causing it to get reworked again in Shadowbringers. At that point, it changed pretty dramatically from a job where you cram everything you had into a Wildfire Window into a very simple job where you just use actions as they came off cooldown. It still wasn't popular, but it wasn't outlier levels of unpopular in the way that it and Monk were previously so the devs called it a success and that's essentially the current design for it now.
I actually can't speak much to DRK/Healers/Ninja, since I don't play Tank/Healers to any appreciable degree beyond just leveling them in my spare time and I just don't like playing Ninja so I've never paid it much attention.



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