The whole shift into the 2 minute meta really started in ShB, where, allegedly, there were people who struggled to line up raid buffs, or didn't like that some jobs were 90 seconds with most 120 seconds. Whichever way, they didn't like that things didn't line up.
With this, come EW, the devs took that feedback and remade every job to fit a 120 second buff window. With more raid buffs coming off at the same time, jobs were required to be more and more burst orientated, so much so that jobs were changed. Paladin is a classic example due to it being more of a sustain job then changed to a burst style mid expansion, though I suspect the SMN rework also had the 2 minute meta mindset when being developed. What the devs also said was with the unification of the 2 minute meta, they could more easily design fights around the fact they knew when every job was going to burst. DT just followed on by adding more potency in the burst window, making these windows even more important.
It is worth noting that back in ARR when Ninja was released, the trick attack window was something everyone wanted to play around. It did cause a noticeable increase in DPS just by lining things up with it and this was in a time where jobs didn't have massive potency in their burst windows. Just to also compare what we had then compared to what we have now, Ninja was the only job with a 'raid buff', which was (IIRC) 10% for 10 seconds every 60 seconds. Compared to now, randomly choosing Monk, Ninja, Dancer and Summoner, you get an increase of just over 27% increase, for 20 seconds, every 120 seconds, this obviously hasn't counted buffs from healers and the Dancer buff is only Technical Step.
So really, the 2 minute meta came first with fight design being built around that.
This is then were the fun discussion comes in. The 2 minute meta is (almost) universally hated and they want jobs to diversify more, with jobs going back to sustain, DoTs etc. The problem then lies in fight design. By making fights with a certain design or fight flow, it could lead to some jobs being either overpowered or underpowered just by the nature of the fight. The clear example here is Pictomancer. Pictomancer was praised as being more unique and fun to play. however, when FRU was released, and PIC was topping the charts...easily, people wanted it to be nerfed or adjusted so that it would fall more inline with the other jobs.
Ultimately, there are a few things that players need to agree to for any sort of change to happen. The first is the raid buffs either need to be removed or heavily nerfed. I will caveat that 100% uptime buffs are fine (Bard's songs/Dancer's Standard Step) as it provides an increase to everything equally. The second is, if you want jobs to have a different damage profile, you might need to accept the fact your job might be underpowered compared to another jobs, just because of fight design.