About the only jobs I'd be 'okay' with total reworks would be the healers, but before that can be done it requires Square completely rethinking how healers should be played in content and accepting that we will have time to DPS (or otherwise fulfilling non-healing duties), and that those times should also be engaging. If they can't accept that, then any healer reworks will be in vain.
As for the reworks we've gone through over the past couple of expansions, I can think of only 2 that I liked; Ninja and Monk, and even they had changes I thought were bad. Ninja is a bit of a selfish reason in that I disliked oGCD mudras with the connection I have to the servers, as well as the fact that mudras became much punchier after converting to GCD. However I disliked the change to its combo DoT becoming a standard cooldown whose sole purpose was to be used under Trick (and has now been removed anyway). Current Monk has carved out something fun with the Blitz mechanic and I think all it needs is something to make Chakra a more interesting mechanic. Monk overall still feels like previous incarnations; it's super-fast and kept its unique combo system, and my only major complaints are the removal of most of its positionals and Riddle of Wind being an underwhelming skill.
As for the other reworks, I either dislike them or loathe them. I can't speak on MCH because I never played it pre-ShB.
DRK at the launch of ShB became a shell of its former self after people complained about Dark Arts spam. I've seen people praise the changes despite the fact that we changed from spamming Dark Arts to spamming Edge instead. When pressed on this, it really turns out that their problem was more around button frequency than just simply what button it was, something that could've been fixed with tweaks to MP generation and ability cost rather than losing all the choices that Dark Arts provided. DRK is now a job that has a glut of mostly uninteractive oGCDs that exist purely to bloat out bursts, and outside that burst it plays worse than the healers.
Like Ty, I liked the visual change to SMN, but that still doesn't excuse just how different the job feels as a whole. Summoning Bahamut used to feel like a ritual you built up towards after a couple of Dreadwyrm trances, now it's a standard cooldown. Pets used to fight alongside you with Egi-Assaults, now Carbuncle sits there, looks pretty and sometimes tosses you a shield. There used to be DoTs and cooldowns that interacted with them (Bane, Fester, Tri-Disaster), instead there's nothing. Aetherflow is a wasted mechanic and exists as filler, nothing more. Even if I agree with the visual change to SMN to play into its fantasy more, it should've kept some of those older interactions and ideas in the rework; Egi-Assaults that built ruin stacks, DoTs could've been replaced with summons providing those effects, etc.
I miss old PLD dearly; it was my main job and I still dislike what it's become, even after getting used to it. It now feels like a slower GNB, with its only positive being it doesn't have Double Down disrupting the rotation after a while. Goring Blade is just filler, MP has no purpose outside Clemency, and Requiescat is just Confiteor fodder rather than a BLM-style Despair burst. The defensive changes were nice, but considering the standard for tanks now is near-immortality, those buffs are the result of power-creep, tank sustain needs nerfing.