I have not gotten this sense from your prior messages, my apologies.
1. Why is it gunbreaker when you talk to one person, but WAR when you talk to me? It almost feels like you are being a contrarian for the sake of it?
2. Old FoF/Req were only like no mercy as they increased the damage of your abilities. Because FoF and Req buffed different parts of the kit, it ended up not being "shove your big hits into these 8 GCDs" and it was more of a "phase transition", imo. While I can understand your argument, the purpose and usage was different enough that it didn't feel like no mercy. For clarification this is just my opinion.
3. The feel of a job is relatively subjective. If it feels like "mid-point between WAR and GNB" then that is correct for you, and while I understand your reasoning, it doesn't feel that way for me.
4. I understand that you can reduce all damage rotations into "Memorize this sequence of button presses to do optimal damage" when you "zoom out enough" and over simplify. I was never arguing that, so I'm still not sure why it was relevant to the discussion. My entire thought was "here are the abilities and how they compare along with how they work in the rotation and it looks incredibly similar".
The tanks are too similar even when you look at them closely as well. This is not a problem with DPS jobs (even in the same role). You could remove melee combo of RDM and enochian from BLM and they feel very different in how you approach them. SAM and MNK both share similar resource builders with the Sen/Nadia and they still feel very different and engaging in their own way.
The two minute meta doesn't force any problems on us, it's just making the problems (that have been here since 5.0) with SE's tank job design more apparent. SE if just creatively bankrupt when it comes to designing tank jobs. If you browse this forum, there's so many folks with interesting ideas and creative ideas over what they've done with all the tanks since Shadowbringers. Stormblood wasn't the most balanced of times, but tanks all felt different and were completely viable (even if there was still a lot of jank around optimization).
At the end of the day, I am still of the opinion that PLD could have been sufficiently balanced in the current meta by making it deal more DPS outside of burst with the old rotation (instead of outright deleting it). As the rework to make it burst harder still didn't fix the DPS, obviously lack of burst was never the problem. If upping overall damage made it overpowered in dungeons and solo content, that's fine because "balance only matters for savage/ultimate raid". And don't give me the "but, it's hard to balance burst against sustained" argument, it's just math that you can figure out with a spreadsheet like we've always done. It's not rocket science it just takes the smallest amount of creativity and work.
Out of things to say. I'm just incredibly disappointed that we got a mediocre rework that serves no purpose.