I'd extend the matter of gauges being underutilized to all job roles.

SCH only has the healing tether to my knowledge. Can't comment on SGE personally since I haven't tried it yet. WAR seems relatively inoffensive as it currently is. PLD seemed to be lacking any sort of engaging abilities tied to gauge iirc. It only mainly uses Shelton as a main tank and intervention or whatever the name is as an off tank. Cover being tied to the gauge seems a bit weird to me since it still has a really long cooldown, but I suppose that's to ensure it doesn't start to cheese through fight mechanics even easier?

DRG and BLM gauge used to be something actively maintained so it wouldn't fall off, but those have since become traits that auto activate.

RPR gauge seems fine as it builds pretty fast and easily, so no comments on that.

GNB cartridges seems fine for now. With the addition of Double Down, I think it makes sense. Under the typical design of jobs with big aoe buttons, it'll likely receive another multiple cartridge spending single target button next.

As for SAM, I think kenki works fine pre-6.1 but if they intend to keep it the way it is going further, then Meditation should be expanded on.
-On that note, I think expanding the stack count to a minimum of 5 and offering a dedicated Meditation skill button would work well enough as a compromise to all the people debating the idea of Shoha 1 and 2 staying separate vs being combined. A stack of 3 would allow for Shoha 1 and a full stack would allow for Shoha 2 as it already exists needing a target to be used. It would allow for further iteration without increasing the amount of buttons and would make sense thematically, being similar to the way the iaijutsu button works with Sen.

But regarding job resources, many are rather one note currently. More nuance would be appreciated for all of them.