I'm not going to include jobs I haven't played, or have only marginally touched, but:
- PLD I think the core of Paladin is pretty solid, however I think all of the tanks suffer from having far too many CD's at their disposal (which, maybe considered stretched thin during a portion of the new Ultimate, but I feel like tanks should also take damage in Savage encounters). Another issue with tanks is... they all, largely, feel the same to me -- DRK/WAR feeling the most similar in design, while the function of all the tanks is ultimately done in the same manner. Going from one tank to the next rarely feels like I'm changing up a playstyle or gaining a different utility tool, it usually just feels like "are there some more weaves to do for dps" or not. I also don't like Double Down and preferred GNB when it had two cartridges instead. Double Down just made it feel... more sluggish to play, to me.
I still feel like tanks never recovered properly from having enmity management removed from the game, it was an aspect to the old design back in Stormblood and earlier I liked a lot (+created a utility design space in party threat management, like NIN's old Smokescreen/the-other-ability). I felt like taking away tank stance and the options it presents you with in niche circumstances, along with threat management as a whole, while giving nothing back and making the playstyle of the classes feel too similar caused the role to feel incredibly uninteresting to play anymore. I've never really felt more like "blue DPS" than SHB/EW.
(Side note, I kind of do miss shield swipe on Paladin -- standing in dumb aoes with sheltron to proc it was kinda fun in a way)
- DRG I haven't seriously touched since SHB, so I can't really speak for it superbly well this expac.
I play DRG extremely casually (still using the SHB opener casual, I played it a bit in Ultimate last expansion so my brain is stuck back there) and while I still feel like it flows really well together: Litany being crit rate up with so many auto-crits in the game now, feels a little lackluster in the event your party has WAR/MCH/SAM. But, I also don't think pushing Litany or Dragon's Sight feels particularly... good? I just hit them, essentially, on CD without needing to put all that much thought into them. They don't meaningfully interact with the kit other than "damage number go higher" and I find that kind of uninspired and boring.
I suppose it could be with the design of the fights currently, wherein there's not really a lot of trying to shift things around drastically to generate better windows at more opportune times. But mostly those two buttons, despite the damage utility they provide, just feel incredibly uninteresting to use as it, again, boils down to "Hit it on CD". (I say this as messing with No Mercy/Fight or Flight windows on GNB/PLD in Diamond Ex was kinda fun to do on my own, just testing things out)
I can't say if that goes for /all/ melee utility damage buffs or not, since I don't know how the others interact with other jobs' rotations, resources, abilities, timings. But in DRG's case, it very much just feels like "I could have these not exist and, frankly, I probably wouldn't really notice the impact other than rDPS on ToS website go Lower."
I do like the more unique variations of movement abilities (ie: Elusive Jump, Shukuchi, Hell's In/Egress -- if MNK's can target party members in PvE, it's pretty cool [only used it in PvP]).
- RPR I do feel like has a very strong base and foundation, I enjoy playing it a lot even though it's ultimately a pretty simple job to play in terms of what you're trying to do (but tbh, most jobs feel that way atm since there's no real... downtime on fights, so every class I've played just kind of boils down to: "Do your Opener Good, Hit everything on CD" which isn't difficult no matter the class doing it, tbh. You might mess up because of forgetting WHat Button Was What Again when new).
But I like that I rarely feel like all I'm doing on Reaper is 1/2/3 for like a minute straight, it has enough variation in what buttons I'm using to make me feel like I'm utilizing the entire kit and all of the buttons are kinda fun to push. Shroud feels really good, even if it's just two buttons you're hitting back and forth with a pair of weaves. But the way you can build it and hold onto it without losing anything (in a vacuum) is something I think can be interesting. It just struggles to be, atm, since there's very little downtime in fights that'd make you consider hoarding resources (I guess P3S adds?) to try and set something bigger up when all the buffs are being shot off. Or even to generate a situation where you're sliding out after your last shroud GCD to an out-of-melee spot and using that time there to cast, like, communio so you're not being forced to Harpe).
The way it builds 10 gauge per GCD is kind of cool, to me. It doesn't feel massively impactful so far, but it does hit me here and there if a boss is pulled wrong (ie, Phoinix mid-arena during experimental fireplume) and I have to lose GCD's, which does shift some of my stuff backwards a little since the gauge there translates to shroud gauge, which translates to the 1m shroud use.
I also kind of like that you don't get the 50 gauge at exactly 1m, you kinda get it 20~ or so seconds before the 1m window so it kinda always makes me look for things.
I think Arcane Crest is a kind of interesting utility idea, even if it's kind of lackluster as far as helping the party is concerned -- the pre-nerf version kinda felt like, at least, it could tangibly help here and there. Feels good as a personal, at least.
While I don't care that much about Arcane Circle (it's... okay, hit and forget), I do like that the buff interacts with what you're doing (even if it's in a very light capacity -- but it's a more interesting way to have an "instant +50" gauge button than just hitting like... infuriate).
I also like the cast time on communio, as it makes some parts on some fights more important for me to do everything consistently since the cast for the communio will usually end right as AoEs that need to be avoided come out. Sometimes a bit of me thinks "I wish I could instant cast this" but I kind of feel like that'd ruin some of the little fun it can provide. And, idk, call me weird but I'm one of the people that can like cast times on melee jobs since it makes me think a little more about my movement/slide-casting abilities/etc... I like having things that can restrict some elements if I find the restriction engaging in some way.
If they changed communio from a cast, I'd almost just want the leap thing Zenos does since it looks cool. But that's just Primal Rend.
Healers:
I think part of healers suffers from the lack of damage variation they have, in terms of being able to chain multiple abilities together in some capacity so there's a little more of a DPS-thought process than only "hit dosis" or "hit glare" or "hit broil" or "hit malefic".
I also think Healer OGCD tools are just incredibly powerful in a lot of cases, paired with how strong tank personals are I imagine the role feels very boring at times (it did in SHB and that was before all the tank healing additions). The areas where I think healing for healers is boring might be less class design (though I'm sure there's a degree of it) and more with encounter design (like, there really aren't encounters that put a hard ticking DoT on the party for the duration of the encounter, only generally briefly. Or encounters where a damage hit might be randomized on a pair/multi-pairs in the party that can't be ignored, and the RNG from crit-auto attacks on tanks was pretty noticeable (I can notice their absence heavily as a usual tank player, so I imagine it's doubly so for people who healed).
Playing healer casually? Sure, I can enjoy it for a bit. I even enjoyed playing SCH last expansion in parties for some Savages and Extremes where I was basically solo-healing the fights (not co-healer chadding, just co-healer struggling which is fine). I had a lot more fun when I was effectively solo-healing things on it, or trying to pull off difficult recoveries. But, I do figure, if I was a healer *main* it'd end up feeling just as routine at times as the rest, since there's sort of an order of operations you have and the more you get used to it, the easier it becomes (basically, since you know where you are in the fight you know how to prep for what's coming while doing additional raises of priority targets in descending order. Ideally raising them where /they/ need to be for the upcoming mech if they need to be somewhere).
I hated playing healer in farm. Hated. Sucked.
For the rest:
- MNK/BRD/MCH/DNC/SMN/BLM/RDM/NIN/SAM
I don't play them enough. The ones I highlighted are the classes that I do feel are well-designed, with solid foundations and a nice flow to their rotation. But I wanted to point out what I don't like with them, or feel might be lacking with them, since nothing is genuinely perfect and I'd like to see all of the classes improve and feel more interesting/individualized and not all ultimately end up becoming the same Job with a different skin on it. (More as, the longer I play, the more I realize I like to swap Jobs for a new gameplay experience -- it's why I kinda ditched the tank role for now, since no new tank I picked up felt... like new gameplay).