Yes, ever since they butchered it going into Stormblood, it has been needing a full rework to bring it back to its former glory. No, I don't care that they said they would be looking away from HW setups for jobs, you just need to give DRK an actual resource to manage and a few small fixes for their defensive and dungeon sustain. MP is spend and forget unless you're main tanking, Blood Gauge is pretty WAR levels of dumb.

Bring back the actual resource management, like Bloodspiller and Quietus having Darkside duration costs in addition to the gauge, make TBN cost Darkside duration instead of MP (with a proper TBN breaking giving you back the amount you spent on it), make Darkside THE resource you're managing. Hell, make Shadowbringer cost a huge chunk of Darkside duration so it's not so damned braindead and forgettable, it doesn't interact with anything in the kit atm.

Replace Flood with Abyssal Drain on the MP cost, buff the cure potency to 400, make it do as much damage as Edge with an AoE falloff while giving no Darkside.

Give Dark Mind the Addle treatment and have it reduce physical damage taken by 10% in addition to its 20% magic damage reduction.

Adjust Oblation to being learned in ARR (like level 48) so DRKs have some more defensives to make up for their lackluster defensive capabilities until level 70. The trait upgrade would give it the 2nd charge and an extra effect of a Bloodbath style buff that heals the player for the next 3-5 attacks they do.

All of those are ways they can just make DRK feel so much better.