I disagree. I'm a staunch hater of timers and found they didn't make the class better, they just made it abusable. Until shadowbringers, short lines didn't even really exist as well because the be-all end-all was simply more fire 4s, and transpose tech flat didn't exist. Sharpcast was turned from a button you just always used every 1m, typically for firestarters, to one you used every 30s, to one you simply used whenever you could because it was a godawful garbage ability to control for RNG on a class that long since stopped being a real proc mage. BLM was never defined by oGCDs, the loss of procs is meaningless. The loss of thundercloud is a nuisance, but that's the nature of bad dot design from a server perspective. I'd rather thunder was more meaningful with a real rotation instead of going back to the ARR-old janky and poorly implemented DoT design.

What is truly bad about DT BLM design is that the devs have homogenized fight design down to a point where the only way they can make harder content is to make mechanics faster, trickier, and require more movement. Which has killed caster design. They started this in mid-ShB, but this is the real issue. The devs hold cast bars in contempt.

All of your points? Mostly can't care less on. EW BLM was garbage design on a class full of major design flaws. But it losing cast bars is what's killing BLM. Everything else can be fixed by making BLM structurally sound and have a real gimmick. Cast bars being removed cheapens the game as a whole.