So, after playing drg/mnk/brd in scob progressionm, and now monk/ninja in fcob. I cannot really agree with the tp changed being made to Ninja. The reason I cannot agree with any tp changes being made is due to the fact that when playing Ninja PROPERLY and having a good connection on mudra your tp doesn't get too much time to tick back. What this means is, Ninja needs HIGH Sustain to bring out their utility in Goad because without an amazing sustain Goad = useless. Why goad anyone if paeon will be nessecary anyways? (Unless you let ninja's goad themselves in which case mess with the tp as you wish.)
Now, I can see them reducing some of the "burst" brought by raiton, the 400 potency trick attack, and perhaps scale back aeolian edge by 10 potency. It can be a bit crazy when you line everything up perfectly w/ a pot.
MONK SKILL ARGUEMENT: The monk "skill cap" is a lie. It is at times much trickier to ensure you perfectly time everything on Ninja; even current DRG is trickier than monk.
TLDR: If you adjust the ninja's damage to be lower, then the tp usage needs to be as low as possible to justify it's utility side. Monk isn't tough to play, their battle team is just bad.
Side note: If Gun class = piercing and IF we get a red mage (rapier piercing) in 3.0. Dragoon will become the new "ninja" and the cycle will simply repeat. With dragoon being too strong and "easy".
~PLEASE LIST ALTERNATIVES TO NERFS BELOW~ Nerfs in games should be avoided, other classes should be instead.