I'd argue every job has unnecessary bloat by having entirely segregated actions for AOE in a game where AOE is the most unimportant factor of combat that is almost never utilized beyond "here's a group of trash enemies or adds for you to burn down." If the game was constantly pitting us against multiple bosses that had more interesting movement patterns that made AOE advantageous at different moments, and that AOE was actually a meaningful DPS gain on 2 enemies for every job, it'd be a different story.