Again, I don't disagree that Shadowbringer could be improved. I just disagree that Primal Rend, a GCD finisher from Delirium, or any other GCD-CD (Sonic Break, Goring Blade) is likely an improvement over it.
I personally would prefer a GCD or more in DRK's kit, too, though I don't want to see apm reduced in siphoning oGCDs into GCD skills. I like DRK being oGCD-heavy.
Insofar as the number of oGCDs go, I wish only to move 2-3 oGCDs from within the first 15s of DRK's 2-minute burst to instead between those 2-minute bursts (with some miniscule potency bump or further actions per two minutes to compensate for that potency falling outside of buffs, since aDPS --not rDPS-- is the measure of balance between jobs with no buffs), such as by having ShB and maybe CnS/AD spend MP while increasing DRK's active MP generation by a little over that 6000 MP/minute, making the lulls feel less empty.
It's not an either-or. You can change Delirium without forcing a copy of Primal Rend, and one can want more diversity (no Delirious Rage) for the one without being okay with a copy the other (Darker Rend).If you don't want to copy warriors and paladins, I suggest you change Blood Delirium first.
For my part, I'd like to rework or replace Darkside, as it's currently just a waste of a gauge. From there, I'd probably make Delirium a sort of ramping risk-reward mechanic that plays on it or its replacement.
As for Shadowbringer itself, so long as a job is capable of having damage-amp windows (or even just non-permanent damage amps that occur outside of set ability bundles), interaction is inherent and unavoidable; the skill is already balanced around optimizing that amplifying window.
To my mind, that's all Shadowbringer needs. There's no need to arbitrarily restrict it behind an InnerDeliriumiescat combo... when the ceiling has already been put into place already there by some manner of conditionally ramping damage buff.
It's unnatural for anyone to wield the likes of a Buster Sword. At all. It doesn't matter what the speed is. The thing would be easily 20+ kg, as compared to the usual 2-3 kg of an actual historical greatsword.There are many jobs, so it is inevitable that there are similar styles, but I would like you to keep the image of the weapon in mind.
It is very unnatural for a large sword to have an attack style like a light weapon, so I would like it to have a heavy attack style like a heavy weapon.
So long as DRK wields both random rectangles of tank plating and actual zweihanders/spadones/montantes, both, you're not going to get realism out of the job, either way... at least without magic.
With said magic, though, the difference between "hits slow but hard" and "hits fast (and also typically hard)" is... VFX -- an aura around the blade. And that's also precisely how DRK has handled this from the start. It's always been capable of going both fast and slow in it animations.
I'm all for bringing back more of those bigger, meatier hits a la Power Slash, but let's not pretend that Scourge, Carve and Spit, and Plunge left DRK without gravity-defying powers from the job's very start, or that we didn't see the same as far back as FF4.
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Tl;dr: Again, I'm right there with you on job diversity. Do not, however, presume that unless I'm okay with "improving" the job through [Bad Option A] or [Bad Option B] that I must be okay with Delirium being an Inner Release clone. One can critique suggestions without being okay with things as they are (and merely not okay with something even more homogeneous / less iconic to DRK).