Jobs whose burst is mostly cooldown gated and don't care too much about uptime to build gauge like DRG and NIN scale quite hard when a lot of downtime is involved. You see them doing quite well after PCT in the current statistics.
PCT is simply a "special" new case in which the job is forced to do no damage for X amount of seconds every 2 minutes in full uptime so when this no-damage situation is removed, they gain plenty of potency. However, since it's also coupled with extremely high burst potential, it all sums up to the situation we're in now.
Another example would be SAM, which has some problems in Ultimates due to Higanbana's DoT duration but whose Meditate ability can generate quite a bit of potency if allowed to channel for its full duration. Whether that is enough to compensate or not is a different question though.
The issue is more that there's also lots of jobs that dislike not having uptime due to their gauge (VPR, RPR, MCH, RDM...) but have no decent tools to deal with it. I don't think all jobs should have the same tools however but I would like some more variety in general, for both uptime and downtime purposes.
For instance, many DPS jobs such as DRG have been ninjafied over time: everything is about the 2-minute window with, perhaps, milder 1-minute ones. The main difference between NIN and DRG, then, is that the latter's 1-minute bursts are strong enough when compared to 2-minutes. Since plenty of jobs are now in this paradigm of weak and/or boring filler and very strong burst, what made NIN more unique in the first place (besides trick) has been lost.
It's not an easy problem to solve: do we give all jobs similar tools and thus homogenize them, or do we try to keep them all different enough without digging deeper into the homogenization pitfall we're already in?
It's often said that the latter option poses the risk of alienating (or creating the perception of) jobs from battle content but this has already been happening with roles such as casters for a while, so at this point the issue is not strictly about homogenization but also the agonizingly slow balance passes from SE. We only get adjustments for numbers in (some) bigger patches, thus prolonging any unbalanced state for long periods in any given expansion.


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