Not really. There are quite a few people besides myself who have already pointed out the risks of a rework, earlier in this thread.
As I said earlier, the reason why there was support for BW and LD was because there were actual gameplay problems there that made the job less fun to play. The reason why there isn't the same support for DM or TBN being buffed is because most people can see significant upsides to having those abilities the way they are, and they're more likely to be nerfed in the process of reworking them rather than buffed, as you can see in the thread that I linked. I especially dislike the suggestion that TBN have its MP cost and the Dark Arts mechanic removed and be moved to 25s, as that's a major nerf if you know how to use the ability properly. The discussion around sustain has more to do with role philosophy than job design. I don't see 'self-sustain' as mandatory on tanks because content is designed around having 1-2 healers present. If they decide to move towards an ARPG design, get rid of healers, and give everyone a stack of healing pots and raises then that's a different story.
I can tell that you don't have a point to make whenever you fall back into excessive verbiage, as is your old habit. That second last paragraph would put Urianger to shame. Let me simplify it for you. If you have a problem with DRK's core gameplay loop, by all means, discuss it. There are some things that are common to every iteration of DRK that we've seen so far, though, like a relatively higher oGCD count and layered resource management system currently on the job. So there are some things about the job that you can't change, because they're been a part of the job's identity across several reworks.
If you can suggest a maintenance combo setup that's more interesting than Eye/Goring and their many variants, then by all means. Alternatively, if you come up with a second combo that isn't resource-gated, then I'm all ears.