I don't doubt that NIN and BRD have great synergy, but "BRD has really great burst" is kind of a hard sell when you spent the whole paragraph talking about how much it enables NIN. "BRD is nice to its friends" is what I got out of that, and I don't think anyone ever disagreed on that point. My point was never that BRD can't set up or help secure kills. The point was that BRD never has the option of solo killing anyone, and that's why it's rated relatively low in single-target burst.
There are other jobs that do more damage and contribute just as much if not more crowd control on a similarly regular basis; there are other jobs that contribute partywide buffs, often with greater value attached. Sure BRD has a full uptime 5% buff, but how valuable is that really when you could have an entire other job with much greater overall output instead? If I gave you the sole task of deleting one person every fight to create that man advantage, would you rather have a BRD+NIN or a MNK+NIN? The only thing that BRD really truly does uniquely is its LB battery effect, and I bet none of you even know exactly how much LB that gives. It's not written anywhere (because SE seems to hate explaining their game), and I'm pretty sure nobody has bothered to test it except us.
And again, saying that crowd control is valuable because Purify is fundamentally insufficient isn't exactly an argument that limits itself to Silent Nocturne.
At the end of the day, it's a win-more job that is almost entirely reliant on its team to accomplish anything. Its strength is in the on-demand flexibility of its burst, but that burst still has to placed with exceeding care that isn't demanded of other jobs--at least not to the same extent. There are no miracles that a BRD can pull out of a hat like a NIN or SAM or MNK or MCH or SMN or etc can. "Win-more value engine that enables picks with good teammates" isn't the most flattering A+ tier description of job if I've ever seen one.
If the monk combo is wrong I will gladly take your input in correcting it. Not sure how it's a freely available option to "just don't get hit kekw", between Six-sided Star and Enlightenment/Meteodrive, but maybe you know something I don't. Remember that we're mathing for theoretical maximums sans counterplay, because that's what we can control for and calculate.
Speaking of monks and LB charging, we were doing some additional testing and I'm not sure if it's a duel-specific thing, but MNK LB seems to be bugged, wanted to pull your ear on that one real quick. Every Meteodrive that we used did 3 ticks of 4k damage during the animation, and then a last hit of 12k--regardless of whether the Meteodrive was used against Guard or not. The 3 ticks of 4k also were not reflected at all in the battle log in either situation. I'm pretty sure that it's supposed to only award a bonus 12k damage if you hit an ungarded target, so unless it's counting its own de-Guarding, I don't think it's behaving as intended. If that IS the intended interaction, it's pretty weird that a) it doesn't show up in battle log, and b) the tooltip doesn't just say "strips guard and deals 24k damage".