I agree. The problem is they don't. I would have fewer issues with the game's encounter design if ilv creep didn't extend 50-60 ilvs above the minimum requirement to do the duty. More often than not, dungeon/trial/raid bosses can't even play out their more interesting mechanics because they melt before they even get to that part of their rotation. There are tons of examples of this from old content to new.
What's heartbreaking here is this dev team actually takes no issue with this.
This is too broad a statement. What do you mean, exactly? Right now, I am having a ton of fun leveling DRG. It is a fantastic job that I have very few gripes with (I still do have some problems with it). MNK, SAM, DNC, GNB, PLD, SCH and WHM are all jobs I enjoy playing very much. While other jobs such as RDM, SMN, NIN, WAR, and DRK are all jobs I have maxed out and do not care for at all. If jobs are so homogenized, then why do I find some enjoyable, and others I do not?Just make the jobs fun again.
By the nature of a role, jobs within any given role are going to have similarities. There's no getting around that. The question I asked previously is rhetorical. If jobs truly were all created equal, I would either enjoy or hate them all, and this is clearly not the case for not only myself, but just about everyone playing the game. You ask anyone what their main is, and more often than not they will answer you, or will be able to give you a list of jobs they enjoy playing the most.As for perfect balance, they can't even obtain good balance with all the similarities all the jobs have now, as evidenced by them still needing to do buffs every patch to account for things they overlooked. One thing I will say though, perfect balance is actually very easy to achieve, but it requires every job to do the exact same things with different animations, and that won't be fun for anyone in the long run.
It's the 2-minute meta that forces job design to conform to it, and this is the real reason why they all play/feel very similar. However, the only reason why this exists is due the existence of damage increasing raid utility in the first place. This has always been, and always will be the bane of both job and encounter design. It has always been a problem in any mmo I've played.