I'm speaking from the bias of a former ESO Raider and casual to mid-core content. I main Gunbreaker.

I think the two minute meta is partially the reason why job design feels incomplete, because the jobs in this game are designed to align with every other job. FFXIV's entire combat design philosophy is based on collaboration, as opposed to something like ESO where you can solo most types of content and your own individual DPS is weighed more heavily. If you want more interesting jobs, the two-minute meta needs to be eliminated, potency across the board needs to be increased, and job identity would need to be drastically altered.

The reason for Endwalker jobs feeling the way they do is to focus more on fight mechanics instead, due to the low skill ceiling for most rotations. The problem is that FFXIV's fight mechanics (such as Orbonne Monastery) is that the goal or 'answer' to the mechanic isn't always clear. Take Mustadio's sniper mechanic for example, logically, why would you turn around and show your back to someone? Why does the Thunder God's attacks depend on the direction of the sword? The telegraph is illogical or difficult to decipher, which causes players to become confused. There is no earlier mention or learning phase prior to the fight. So rather than being something that is engaging, players (especially new players) will become frustrated at the failure of mechanics they had no way of knowing the answer to.