You're welcome! Let's hope for some good news for picto!
I had some more thoughts re: black comment taking so long.
I think this could be indicative of one of the job's core problems in general.
Coming back to the point that on paper picto looks fine but may not always feel like it ingame, I think this disconnect between consecutive hits of damage could be a reason.
Because numbers-wise and also utility wise I don't think it's worse than other classes. It does have a lot of tools and high numbers.
But (often due to animations) a lot of its attacks don't connect as swiftly/fluently and as a result leave "long" gaps between incoming damage that enemies can use to recover.
The only exceptions are the muse oGCDs which you can combo nicely with comets and starprism.
Swift-casting muses on the other hand is the biggest offender because 1) it puts your entire kit on cooldown (except your muse oGCDs), even sprint and 2) the cooldown is based on the hard-cast animation. So you don't actually save time with smudge-casting muses. You just gain mobility. Because now that you have swift-cast your muse you are locked out of your entire kit for 3ish seconds.
The pressure you lose in those moments is often noticeable.
If you could swift-cast your muses and then immediately follow up with your comets and/or beam then you'd have much smoother and seamless combo game.
So in light of that I have to revise my previous point that picto is not clunky anymore. While it has been improved there is still unnecessary clunk.
I think removing those forced cooldowns and animations that lock you out of your kit for valuable seconds and making it more flexible and responsive would improve the job's damage potential in a more meaningful way than altering its numbers. The latter feels a bit like adding bandages on top of a wound instead of addressing the root cause. Having your big-hitters connect faster would allow you to put more pressure on your targets without overtuned stats.
Another idea I had was that with picto being rather niche your team mates might not always know your about your kit's utility so it ends up being underused. Many may not be aware of clawed muse's debuff or chocobustion's healing buff & damage reduction and star prism's damage buff and heal for example.
Hm, could you elaborate on the emphasised parts? Because I'm not sure if we actually disagree or if we might just misunderstand each other. Perhaps I just phrased my original point badly.