1. How do you feel about the general state of job design in Endwalker in contrast to past expansions? Do you think this direction is good or bad for the game long term?
I've only been here since Shadowbringers, so I can't comment sincerely on this much as the difference between Shadowbringers and Endwalker in terms of design is rather small. That said, the current method of setting all raid buffs to the exact same timer (while having frankly insane potencies on certain abilities -- Tech Step, Hyosho, etc etc) is already incredibly detrimental to balance -- not even between jobs, but between making DPS checks reasonable vs coin-toss. We're likely headed into a world of auto-crits and smoothed potencies until 7.0. It's irritating because it's a band-aid fix, but it's better than having to fish for crits to beat a check, I suppose.
2. Which expansion do you think was the best for job design as a whole?
Again, I only have SHB and EW to reference, but between the two of them, SHB is the clear winner. While some jobs have distinctly improved in Endwalker, many jobs haven't, and the aforementioned damage variance due to raid buff stacking appeared (from my perspective) to be much less of a problem due to it being much more difficult to stack multipliers. It's not unusual at all that you might see up to +47% in raid buffs every two minutes in EW, plus any crit-up buffs that might exist. Spreading out raid buffs allows for burst windows that suit a job's natural rhythm (RPRs and RDMs, I imagine, would love to have something like Trick Attack or even old Brotherhood back, if only to have somewhere meaningful to put their excess burst).
3. Other live service games generally release official surveys fairly regularly. For example, Genshin Impact usually has a new survey near the end of each patch. These games also reward players who take these surveys with in-game items or resources. Should FFXIV be doing this too? What kind of rewards would incentivize you to give feedback on new content or job changes?
I think it would be wise for 14 to do this, but I don't expect it would result in any changes that anyone unhappy with the current state of job design would be pleased about. This sort of feedback would be, by nature, open to everyone, and it is my expectation that rewarding players for it would actually incentivise more casual/short-term players to give feedback, over less casual/longer-term players. This isn't necessarily a bad thing, as you cannot reasonably only look at the top end of job performance/satisfaction and make adjustments based on that, but this will not result in the sweeping changes I'd personally love to see.
It might, however, lead to changes in some of the more persistent bugbears that most everyone can agree on, so I think it would be worthwhile overall. In terms of rewards -- well, I'm already here. I somewhat dislike the idea of rewarding feedback, as I'd prefer feedback to come from players who care enough about the game inherently to see it improve. That said, if it's unique glamour or otherwise genuinely desireable, even players who are jaded about SE's tendency to "ignore feedback" might throw their hat in the ring. Don't know.