Glad I could satisfy.
Also, you can go around that annoying character limit on posts by editing your post. The edit page doesn't impose that limit. <.<
*chuckles* No, no. GC as in Grand Company. Currently, you can only get into teams with other people in your same Grand Company. In other words, they segregated the PvP population into three strict groupings of often vastly different sizes. When you do something like that, queue times are artificially skewed. The GC with the least PvP population will have the quickest queues, whereas the GC with the greatest PvP population will have the longest queues, because all three teams need a full team before a match can start (meaning the largest GC is often waiting for the smallest GC's group to fill).
On some data centers, the queue times differ between GCs by upwards of an hour or more.
If this restriction were removed, and there were no factions, a match could be started literally whenever there's enough people in a queue. I guesstimate that queue times would lower to around 1-10 minutes across the board for all GCs on all data centers.
I assume you're talking MNK, since it's the biggest class for positionals and has all of its damage tied around it. I've not finished leveling MNK, yet, so I can't speak with first-hand experience, but I do know that the PvP skills for MNK are a huge boon for their play in PvP (many of them help with their positionals or GL stack). MNK can do insane damage with those cooldowns up, and they're even shorter cooldowns than most other classes' PvP skills. In addition, their Greased Lightning buff's duration is much longer in PvP, which is pretty awesome.
All I can really say is that I've seen some extremely skilled MNKs do some absolutely amazing damage in PvP. Their positionals make it hard to play MNK - they're probably the hardest melee class to play properly in PvP, with their high skill ceiling and all that - but with enough practice and experience, a skilled MNK is a devastating enemy to meet on the field of battle.
Melee DPS can actually sprint as often as casters. If you have Invigorate, Shortened-CD Enlivened, and a supply of Icarus Wings, you can rotate those cooldowns and be able to Sprint on CD without running out of TP. So, in addition to the potential of using Sprint just as often as casters, melee DPS also have gap closer skills and Weapon Throw. And that's still not all! Two of the three melee DPS have movement speed buffs (MNK can change to Fists of Wind for a chase, and NIN has a slightly-slower passive buff).
Ultimately, while it may seem like casters have a mobility advantage over melee DPS, it's actually the melee DPS who have a very hefty advantage in mobility. It's just a matter of keeping stock of your available tools and using them properly (most melee don't even consider using the feathers). The only thing ranged actually have over melee is...exactly that - their attack range. It's sort of like having a head start on mobility when a chase ensues.
Tanks, though, actually are disadvantaged in mobility, as they don't have access to Invigorate, only DRK has a distance gap closer, and none of them have Weapon Throw.
I do agree that some skills have too long cooldowns for their effects, as I implied before.
Though I'd argue that Full Swing/Somersault Kick on a 30s CD would be absolutely overpowered. XD
I mean, a 1-2 minute CD seems pretty standard for DPS cooldowns.