Which is why literally none of OP's examples have anything to do with DPS, though I would argue that there is nuance to how you approach ways to augment damage dealt. For example, let's say that you had an upgrade branch to choose from with Sage's Phlegma.
Swift Phlegma
- Decreases the recast timer by 50% (20 second recast timer)
Impact Phlegma
- Increases the damage dealt by 25%
The swift option is, on paper, a higher damage output since you're doubling the amount of Phlegmas you can cast in a fight, but that's not exactly a 100% increase in damage output for Phlegma. In a 2 minute window, you would get 6 Phlegmas instead of 3, but you also get 3 less Dosis casts. Using the current potencies for Dosis and Phlegma, that means you're actually seeing an increase of 270 potency per 40 seconds, rather than an increase of 600 potency, or an 810 potency increase per 2 minutes. Additionally, having twice as many Phlegmas also means twice as many instances of instant cast spells, improving your mobility, and since you'll have more Phlegmas to burn between buff windows, you can also utilize them more often as mobility buttons outside of reserving charges for the buff window.
Meanwhile taking the impact option changes the potency from 600 to 750, less than the 810 gain on paper, but you get larger returns on buff windows because the potency is higher. You can still only use 2 Phlegmas during a burst window, so we can take the potencies entirely at face value: 600x2 or 750x2 during buffs can mean that this option can actually be stronger while raiding. You also have a larger crit variance swing, though, whereas the swift option offers more consistency with lower potency and more frequent attempts at scoring critical and direct hits.