This system works because 5 human players are (generally) more engaging to fight than one giant boss with a completely scripted timeline. I don't think I'd ever want to see PvE kits stripped to this level, since encounter design simply doesn't make up for the loss in engagement and complexity. The new PvP kits do a great job of delivering on flavor and variety, though. A lot of this is because jobs don't have to be compared with other jobs in their "role", just an approximate ballpark of "how good is this at killing people and helping allies not die".

They'll never, ever do it, but I want walkcasting in PvE: give DNC its forced melee back, give BRD and MCH the PvP cast times on their filler, and then give all three roles caster damage to make up for their loss of mobility. Almost every fight in the game is designed around 100% uptime anyway, so it's time for the phys ranged "mobility tax" to go and I don't care how they get rid of it, LOL.

(Also, healers are already DPS in everything but name, so go ahead and remove filler heals. No one besides Netflix curebots were using them anyway—if SAM can have Kaiten removed for button bloat, Cure 1 and 2 are surely next on the list, right?)