Fair enough, that was probably not a great example. But the point was that if a fight asks you more mobility than you have resources for it, you're essentially unable to perform, whether you say that "but you can still press the button" or not. But that's what I meant with the encounter design problem above: devs tend to design encounters to make sure everybody can uptime (especially those days... a little much). If a fight doesn't in some places (for example 3rd boss of Puppet's Bunker with the towers, there is at best 2 of them at melee range out of what, 8?), then it falls into that category. If the bind here is such a problem, then it's a design problem before a rotational problem imo.
I don't understand that reasoning. DRG is not the only job having to face that kind of clockwork problem when something gets delayed. I'm not gonna enumerate every job falling into this, but MCH for instance, if you drift a tool, especially Anchor, you're misaligning everything. You're losing potency by potentially missing a cast of said tool before the end (much more likely than a LotD window due to the frequency of the tool), and you potentially will have to drift it further or have to delay or lower your burst potency.
This is just an example.
This is why I don't understand the reasoning. Job rotations all have constraints that players have to play around. Sometimes a fight encounter messes up with those, and that's fine in my view. It generates skill play and team coordination. It becomes a problem in my opinion when a job is way too rigid for its own sanity, which has happened in the past with SB MCH for instance, but I guess I was one of the weirdos that loved the clockwork you have to keep up else the whole house of cards tumbled down. And I really do not think that DRG is not flexible with LotD windows, there is some tech and wiggle room to play around. Does this specific fight messes too much with it? Maybe, I haven't played DRG on it. But that's on encounter design.
Now as I said I see both sides of the argument, and having it tied to bound conditions is a little... weird or quirky in terms of how does this make sense design wise. That I could totally see it being debated. I'm definitely not going to die over that hill because that's... literally... one fight.
I'm neutral on those. As long as I have team coordination of sorts for DPS jobs to be had I'm fine, and even then it's not my main concern about it. It's more about the loss of 60s internal rotation bursts that really annoys me, especially on jobs that have been made resident sleepers to play already on top of it.
Also I do believe that if 2min raid buff jobs are too powerful in the meta, then it only makes sense to buff the buffs of the others to balance it out. There is plenty of solutions instead of the lazy "delete everything without bringing new things in counterpart.