I would outright hate that, tbh. The biggest advantage for me is that it requires no second click. Just run, jump, spin the camera, EJ the rest of the way.
For those that hate spinning their cameras though, it wouldn't be too bad if the /camerareverse function were able to be put into a EJ macro, as to basically make it forward by default (or as one of two options on your bar, original and macro'ed boom-forward-leap).
As for buff ideas... (my few cents... in some strange sort of currency)
- Keen Flurry (1.0 style) as a free combo move w/o combo setup per 30 seconds (60 or 90 xclass) - an extra nuke or long-DoT every half-min.
- OR Keen Flurry as a short speed buff, much larger advantage for DRG than for other classes; enough to fit another Thrust combo into a 30s window if paired with Fey Light and some Skill Speed; aids perfect DoT upkeep despite long-Mudra use for Nin and helps with rush a single rush rotation per minute for Monk; fits in an extra Heavy Shot for Bard -- plateaued dps increase, a bit less important than IR to most)
- Give Heavy Thrust an attack speed component (worth about .15 off the GCD, a little less than half of the Mnk/Nin bonus), partly to support Keen Flurry??
- Change Power Surge to something more than just a Jump buff... 40-second CD. Have it grant AP based on damage dealt over the next 4 seconds which lasts for 75 seconds. Using the ability with Power Surge's AP buff already up will consume the long-term buff but will double its effects over the next 4 seconds. If used ideally, will gradually increase damage dealt (de-exponentially) over the fight. I.e. first burst, roughly 5% more AP from Life-Full-Jump-Phle or whatnot under BFB. Next, without BFB but with bonus AP, about the same. Bonus AP + BFB, further increase. So on and so forth. [If possible, Chaos Thrust probably ought to continue trickling in dmg-to-AP returns over its duration if dealt during the 4 seconds, making it a viable but not necessarily best choice]
- Increase Jump potency to 220. If Power Surge gets changed as above, make it a variable cooldown, increasing damage for another 20 seconds after refresh to a maximum of 330 potency (50% at 1 min, as per Power Surge use).
- Increased critical strike bonus on certain moves??? E.g. Disembowel and Chaos Thrust direct damage? Or maybe tie this into Disembowel, perhaps effecting DRGs only? Bigger LS-FT crits.
- Invulnerable to (auto-dodge) cleaves and ground effects while mid-jump/dive. Can change landing location of Jump about the origin while in flight. Becomes an advantage, rather than disadvantage, of the DRG arsenal.
Edit: ?? Can advance one combo-move further, use a combo move of equal combo position without breaking current combo, or a combo move of one greater position from another combo, after any GCD critical strike. (Heavy/Phlebotomize-->Disembowel; True-->Full; Disembowel-->Vorpal-->Chaos Thrust; Disembowel-->Full Thrust) <Limitations mean to normalize proc rates to a predicable outcome within, say, 15 or at maximum 30 seconds.>
The above Power Surge change is a pretty weak attempt to add some ramping dps to DRG. I'd still like to see more opportunism in its regular rotations, something that gives it some rotational risk rather than solely carrying the fear of a single misclick in going about an absolute rotation. I'd like to involve procs as well, but I don't like the idea of randomness affecting CD-usage (only between CDs instead, all things shorter than 30-seconds). Being able to consume lingering Chaos Thrust duration for burst or having reason to use Disembowel without Chaos would be nice, for instance, or having each combo string (Drive/Chaos vs. Thrust/Full) being able to affect each other or cross under certain circumstances.