It seems that their concept of evolved jobs is to be more focused on job identity and a more active game play feel.

My major concern is that since it is such a revolutionary change effectively killing any concept of Macroplay for Microplay we will lose a great amount strategic depth from the game. For all the whining and issues it brought the two minute window built a strong foundation for much of the organized/higher end content in the game both on the player and dev side. Without getting my hands on it, I cant say for certain but if the implications of what was shown in the Dev panel today are anything to go off of there will be little concern or care shown towards doing much aside from pressing the glowing buttons.

For paladin specifically, I worry with a counter there doesn't exist a proper balanced state. Lets say that the counter is a DPS positive move, now every fight with paladin is an optimization to get as many perfect counters as possible meaning that your defensive tool is now a purely offensive tool not to mention you are just as macro restricted as with the 2 minutes if not more. If it is DPS neutral then sure it might be a cool move but why use it when your regular damage ability does as much, meaning you dont really get rewarded for doing something "Correct" so much as you are not punished and get a flashy animation to break up your combo. If it is DPS negative then why bother using it at all, it will still serve a defensive function but then you pretty much just ignore the proc and carry on.

I don't wanna yuck anyone's yum, and I love how many of the jobs currently function in PVP which I think is a rough baseline of what we might reasonably expect to see in Evolved jobs. That said, what was shown today I think is woefully behind what I would hope we get in the coming expansion. I really hope the Dev team is actively searching feedback and iterating on this system because I want this game to be the best it can.