PLD: Potencies and the like more or less left as they are now.
Shield Block is still possible while casting and will prevent interruption.
Divine Veil: Each application of an active divine veil grants one stack of inspirit to party members in range. Inspirit: +1% damage done per stack, maximum 5 stacks.
Fight or Flight: Grants 1 stack of Inspirit to nearby party members when used.
Clemency: Your shield blocks have a 20% chance to make your next Clemency instant-cast. (On the fence if this should be on GCD or not).

The idea is to supplement PLD's turtle tank nature with more raid utility. Instant-cast Clemency helps get stacks up during burst phases and is an extra, useful button for general tanking. It's still an eZmode kit, just a little deeper.

Dark Knight: Potencies still mostly the same.
Dark Arts+Dark Dance: Adds 10% damage reduction in addition to parry bonus.
Scourge and Salted Earth: Damage from these abilities has a 2% chance to reset Reprisal.
Delirium:

DRK only needs a couple QoL changes to better equipped, but still not as defensive oriented as PLD. DA+DD becomes slightly less useless in a raid environment without letting people abuse it's short CD too much. I didn't want to change blood weapon and grit because I think they fall into the theme of drk, which involves a little risk/reward.

WAR: Vengeance no longer grants a stack of abandon(still grants wrath in defiance).
Equilibrium: Cure potency reduced to 1000.

WAR is more or less where it should be, and I wouldn't be against leaving it unchanged. I think it needs to be toned down a bit. Equilibrium I think is a little unbalanced but I wouldn't want to see it reduced to uselessness.