Personally I'm okay with them but there is an overemphasis on damage in this game that bugs me. I'd also like to see more randomized mechanics that force downtime on random players so that outputting damage isn't the end all be all of the game. We need to find a way to diversify gameplay so that people can't obsess over their score on a third party site.
For a game that doesn't allow plug ins it is crazy how it became consumed by balance and homogenization as well as uptime. All these are in service of players being able to enjoy a consistent experience and rank each other on a third party site. This has led to one of the most boring periods to be playing this game.
I have played healer for a few savage tiers and ultimates now and I can't tell you how annoying it is to have a cohealer not do their job and leaving the responsibility to me so they can get one more glare in there, because at the end of the day the only thing that matters to him is a higher number on their report card.
That being said, bad players shouldn't be the reason we don't allow jobs to have flavor. But I'm more supporting of the general idea to make jobs with diverse mechanics and caveats rather than supporting greedy mechanics outright.
-----------------------------
I didnt mind stance dancing
I enjoyed mana shift as a BLM - back when MP actually ran out if you misused it.
I enjoyed aggro management
The only thing I didn't enjoy was TP and goad - the concept of your player getting too physically tired to attack was a bit too much for me.