1. You say it isn't a performance issue, however, knowing your job better leads to better performance, you cannot escape the link that they share. You also used a lot of words to say...not a lot. You say they should understand the potential of each skill, but not necessarily optimise it. This can translate to someone understanding that the combo should go 123, but they do 321. I would say this is a case where someone does not understand the basics of the job. However, the other issue is, how are you meant to know the potential of each skill? Not everyone is going to sit down and calculate the best use for each skill. You say you can explain these during job quests or some other medium ingame, however, you have no guarantee that someone is going to read them, let alone understand them (this also ignores any reworks that changes a skill, you cannot expect people to go back and re-read them). What you have said is so vague, it tells me nothing.
If you want a baseline I expect, keeping your GCD rolling and making use of your main job gimmick. This means, Monk's using Masterful Blitzes and The forbidden Chakra, Dragoons making use of Life of the Dragon, Samurais Iaijutsu etc. If you happen to throw out the odd buff here and there, then good for you. It might not be optimal, but it was used. This then gives a solid baseline that everything else builds up on. There is no point learning the optimal use for Riddle of Fire if you do not know how Perfect Balance and Masterful Blitzes work after all. You seem to want to start with someone knowing everything and fumbling their way through, whereas I want to build the base layer and add things ontop from there and this is exactly how I learn new jobs. Start with the base GCD rotation add things that affect a buff/debuff or messes with a gauge and end it with the buffs. I start at the beginning and work my way up rather than jumping in the deep end. This is what I was trying to imply when I asked the question of 'understanding'.
2. You didn't answer my question at all with the closest you got was, 'fair', whatever that means. What is deemed fair? How much extra benefit am I going to have by taking the time to learn how to play optimally as opposed to just doing whatever I want? 10%, 25%, 50% higher?
3. You, again, didn't answer my question. I have to wonder whether you done this on purpose at this point. However, I was asking about specific examples. Everyone has different views on what was simplifying, what was a QoL change etc., that I wanted to know what your mentality was on the subject. Going through the list:
BLM, how was it simplified? Is it the fact that you had to work to keep up Enochian? Back in HW, Blizzard 4 refreshed the timer, but reduced the max by some amount I don't remember, meaning you had to refresh it by using Enochian, which came off cooldown just as it was needed. This was changed, I believe in SB, where, as long as you had AF or UI active, Enochian would never drop. Was this a simplification? I would call it a QoL as, since you are no longer tied to the timer of Enochian, you don't have to worry about it potentially running out with al the procs you might have, which includes Foul. This was then changed in EW where Enochian is no longer a skill, it is just active. However, the probably removed it to free up a slot for something else, so, would you rather have Enochian or Amplifier?
What about HW Machinist? Between it and Bard, it was the better use of the cast bar, Wildfire's really weren't that hard to optimise, as much as people didn't seem to think so but most of your time was spent using Split Shot trying to get procs with nothing in between. Fun. So, what was good about it?
Summoner, I thought it was just getting jankier and jankier as the expansions went along so when EW reworked it, I was personally happy. Yes, it could do with more, but at least the job feels like it is coherent. I suspect you feel differently. Also, there is a small amount of optimisation on Summoner, mainly where so you place your Ifrit phase as it is so limiting, so, to say it has no optimisations is disingenuous, even if it is a small one.
I assume the SAM comment is in regards to Kaiten. No reason it should have gone, however, that is a small thing compared to the job as a whole, which I don't believe has changed much.
Monk, EW bought Monk something it needed. For 2 expansions, it got shafted with crap all in an attempt to try and keep GL. I would say making GL a trait was a welcome change as it means we can now new toys that aren't just a GL saver. Positionals should have stayed though, yes.
I have said all that about all the jobs, but I have no idea if any of it is what you meant. None of these are meant to be trick questions. They aren't meant to try and catch you out. They are for me to try and understand your way of thinking about these issues. My level of understanding a job is going to be different to yours, what I consider a QoL change is going to be your simplification. All I am asking for is clarification, that is it.
1. To understand the basics of a job, no, they do not require much understanding. However, as stated above, what a player deems as understanding a job is going to be different for different people.
2. Job simplification has happened to some extent, you cannot ignore Summoner after all and no, jobs have not been 'simplified' equally.
3. Don't play SAM to a point where I have an opinion either way. It isn't a job I care about, so I tend to stay out of the discussion.
4. As I tend to ask when these things come up. What does it mean to have 'complexity', what does it mean for a job to be 'simplified', what does it mean for a job to have 'depth', what defines whether a change is a QoL feature or something else (normally simplification).
5. It has taken a while, But I think I understand what you are asking. To put it plainly, the only reason to bring a specific job is because of their damage output. I'm going to refrain from answering whether or not your statement is correct or incorrect, as I struggled to keep track of what exactly was asked, however, I will comment on job damage in general and that should give you an idea of what my stance is.
Starting from the beginning. The goal is to have every job be able to complete all content. That is the absolute baseline. This means, if a fight is designed with a specific tool in mind that is required, it means every job has to have that tool. Look at knockback prevention. Between Arm's Length and Surecast, every job has a way to prevent knockback. Now, imagine, if say, melee did not have access to this at all. It does mean you cannot design mechanics where you kill a player for not using the Knockback prevention, or give some sort of punishment, however, it isn't an issue as all melees will be treated the same. However, if you were to suddenly give it to 1-2 jobs, suddenly, that knockback prevention has become a massive advantage, which can lead to those 2 jobs being picked over the others, just because they have the tools for the fight. This is why every job has a knockback prevention. This is why tanks have similar defensive kits (you need to be able to mitigate damage effectively after all, go back to 2.0 Warrior for an example where it doesn't work) and healers need to have some minimum healing output. If they don't, they don't join the fight, which contradicts the very goal the set out to do.
This leaves just one metric that every job is focused around, their damage output. This is the reason why people are so focused on it as it is the only thing that differentiates one job from another. Sure, you can point to Verraise and Resurrection, but you only use them when things have gone wrong and ideally after the healers. Are there some instances where Vercure is useful? Probably, but it shouldn't get to that point to begin with. However, because DPS is the only thing that matters, it means people scrutinise it more than they probably should. As of making this post, using FFlogs over all of Savage, there is currently a little under 8% difference between the top job (reaper) and the bottom job (Dancer) based on rDPS (this is upper quartile numbers and I will use these unless stated otherwise). This is not alot, especially when you consider the difference between upper quartile and lower quartile for Reaper is closer to 10% (again, based on rDPS). The difference between BLM and RDM is ~3%, the difference between SMN and RDM is <1%. Currently, I would say every job is viable. Even in TOP, the disparity between the top and bottom is <6%, this is despite the fact ultimate fights tend to favour certain jobs over others just because of the nature of the encounters (long downtime phases).
There is nothing wrong with the job balance in terms of damage output. However, since it is the only criticism people can make of the balance, it is what they hyper focus on. They are just picking at the small things because there is nothing big to pick at. I hope that answers your question.