Just came here to say that as someone who has been maining this job since HW at a mid-to-highend level, this "rework" has genuinely killed my love for this job. There is little to no synergy, cohesion or thought put into anything. It has been homogenized into another 1-minute job with a lot of "busy-ness" with none of the nuance. While I will admit these changes fix some of the problems that DRG had in EW, I would consider that iteration of the job superior overall. It is throwing the baby out with the bathwater.
I wrote some suggestions on a reddit post after it was driving me crazy that no DRGs seemed to be complaining about the rework in-game, so I googled it only to find a massive thread full of DRGs completely unhappy with the state of 7.0 DRG. I doubt it SE will ever read this, but I think it might open an avenue for discussing constructive criticism and ideas on how to address the job's old painpoints without destroying the idenity of the job: both gameplay and fantasy-wise.
If you would like to read them, I will post them here as it's quite a bit of text:
Dragon Sight: For starters, people that are happy that we lost Dragon Sight outright because it felt clunky without a macro are insane. Yes, it was clunky, but why is the solution SE came up with to outright delete one of the most defining features of this RDPS melee dps job? It would be like removing dance partner from Dancer; yes, it feels that bad in my opinion. Why couldn't they have made it like Sage or Dancer where you give a partner the left eye before the engagement begins? That way, casual players wouldn't have to worry about making a macro or having to click your party list during one of the busiest re-openers in the game? Heck, I would've even gone as far as adding a new passive somewhere 91+ for your partner that also grants them true north to make it that much more lucrative. It would actually help ease the burden of VPR's positional requirements rather than just straight up removing them (but that's another topic entirely)
Life of the Dragon: I get what they were going for here by putting it on Geirskogul on a 1-minute cooldown, but it completely destroyed any sense of preplanning and complexity. They wanted to solve the problem of DRG's weak opener and a few awkward tight ultimate phases where your MD was too tight to consistently hit. Instead, I would've made MD usable without a target and usable without high jump as a prerequisite outside of combat granting a charge of gaze of the first brood and greying out the ability until activated once more with high jump during the opener. This would solve many issues. It would allow you to enter Life of the Dragon immediately, similar to how Pictomancer can instantly prep its Motifs outside of combat. It would line up your life of the dragon and mirage dives with the one minute more naturally. No more awkward having to hold MD until after your geirskogul, and potentially wasting a stack if you accidentally spam HJ too hard. This would also ease the burden of annoyances where the boss dies in a dungeon or goes away in an Ultimate before you can get your stack. You would still lose out on the 200 potency OGCD, but it wouldn't ruin your rotation for the rest of the fight which I think is a fair trade-off more comparable to missing a couple positionals.
Hell, you could even add more flavor to the job by doing something cool like making Mirage Dive's animation cast while untargeted a jump where you disappear into the air and reappear almost immediately in the iconic DRG pose similar to how SAM's meditate can be used during downtime to grant gauge. It wouldn't give you anything for holding the animation longer, but DRG has always been about the cool factor and that would certainly add to it (as well as allowing females to strike the famous pose while afk).
Spineshatter Dive & Winged Glide: This one is really simple, just put the old Spineshatter Dive animation on Winged Glide and get rid of the animation lock so that we can attack instantly to make up for the lack of potency on our iconic jump. I genuinely miss being able to jump on enemies in the overworld to tag them at a distance before they are melted in overpopulated Hunt Trains for example. Sure, Piercing Talon might serve the same purpose but the job fantasy is descending from the heavens and raining hell upon your silly grounded nemeses, not spear-chucking like some kind of caveman and it most certainly isn't about some kind of pathetic wimpy dash that feels more like a repurposed tank gap-closer than having any business on DRG's kit.
These are potential solutions to the "problems" DRG had in EW that I concocted in 30 minutes of sitting down and thinking about it without destroying the identity or nuance of the job. They might have glaring problems I didn't consider, but my main point is that fixing mild annoyances to a job many already considered the perfect iteration last expansion shouldn't be changed so drastically with nothing of similar engagement given in exchange!
All in all, a new expansion should make me excited to play my job and if most players already consider their job of choice perfect, why change it so drastically if it's just going to be homogenized slop that you promise to fix in 8.0? At least when SMN got its rework, while it may have missed the mark in terms of gameplay, the core identity of the job was strengthened dramatically. It makes no sense that us DRG mains have had our beloved job playstyle ripped away from us while also losing a lot of core identity. Players should not accept such reworks just because it makes some annoying things better. There is always a way to fix such pain points without destroying the job's core identity.