I've always jived with DRK's defensive kit more than the others since it came out, especially since TBN's addition. It definitely feels more fun to stack a defensive with TBN and counter while bursting down a crowd, or negating/lowering damage that might kill someone via TBN/Obl, but to me it just kind of feels like being allowed the pleasure of munching on slightly seasoned bread crumbs while the other tanks only get to eat glue.
That said, they've barely expanded on the fun aspect of those things since the rework. I've definitely felt for a long while that DRK's weakness isn't necessarily the defensive kit, it's 100% the offensive playstyle with a few other meh-to-bad spots tacked in. On to my main point I guess.
I'm ready to acknowledge that I have an absurdly heavy bias as a HW/StB DRK enjoyer, but my primary issue is the following:
They hollowed out the job's mechanics and barely replaced it with anything.
I commonly see people say elsewhere that the job is fun because it has MP/Gauge management alongside many off-globals, but I genuinely believe that calling it management is a stretch. The higher rate of both MP and gauge gain have been shot in the foot come ShB, and it has only gotten worse since. Sure, dark arts was an illusion of choice, but at least it was a semi-functional illusion. Doing this borderline same-y oGCD burst phase for 3 expansions straight into only souleater with an occasional bloodspiller, sometimes salted earth/S&D just feels... super unengaging.
The result is more or less a job that is not only a shell of what it was, but with random things sprinkled into it that barely have any connection to each other. MP/Gauge is now just a case where you always know what you're going to be doing without the slightest leverage into doing anything else. I'm not even asking for DRK to be what it was before, but for it to be something at all.
This was likely a bit ranty for most, and the job probably simply isn't for me anymore. But I'm definitely of the mind that it was more fun to be consistently doing things with a slight uptick in actions instead of bursting then barely doing anything. I won't say the 2m meta alone destroyed the job for me, but there's been a definite lacking in the attempts to make it anywhere near enjoyable until you burst—then it's all over in just a moment. I'd like to see the dev team do anything with it, even if it ends up still not being for me. At the very least, I could really acknowledge it isn't instead of being shoved a shell with random goodies at the end of the day.