Almost all the buffs were so small that they're just "baking in" the losses. There are some palpable net losses on that front (not that similar losses haven't hit other jobs, and not that mobs haven't been retuned to the new levels, mind you).
Now, I'm not going to make a mere reply post a comprehensive review of rotational changes, so don't take this as the whole picture, please, but I don't think it's hard to see that a lot of our new toys hardly feel like they make up for the loss of others (like traited BfB, or when you've dotted a mob a long time ago and finally you have to switch back). Moreover, it's hard to see some of those benefits at lower levels, particularly at level 50 or 60 where the buff to filler and addition of Direct Hit doesn't seem to make up for the loss to Disembowel, BfB, or of Phlebotomize in my eyes. But let's see some numbers first:
Heavy Thrust
170×1.10 = 187; /10 = 18.7
180×1.05 = 189; /11 = 17.2
Impulse Drive
180×1.10 = 198; /10 = 19.8
190×1.05 = 199.5; /11 = 18.14
Disembowel
220×1.10 = 242; /10 = 24.2
230×1.05 = 241.5; /11 = 21.95
Chaos Thrust
250×1.1 = 275; /10 = 27.5
270×1.05 = 283.5; /11 = 25.77
True Thrust
150×1.10 = 165; /10 = 16.5
150×1.05 = 157.5; /11 = 14.32
Vorpal Thrust
200×1.10 = 220; /10 = 22.0
240×1.05 = 252; /11 = 22.91
Full Thrust
360×1.10 = 396; /10 = 39.6
440×1.05 = 462; /11 = 42.0
WT/FC (×2)
290×1.10 = 319; /5 = 63.8
290×1.05 = 304.5; /5.5 = 55.36
Phlebotomize -> Lance Mastery (×2)
170×1.1 = 187; /10 = 18.7
320×1.05 = 336; /5.5 = 61.09
Running DoTs (at base GCD, this is a napkin math post despite its length)
(35+30)×2.5/3 = 54.17
35×2.5/3 = 29.17![]()
Sum of weaponskills (before consideration of any buff besides Disembowel):
18.7+19.8+24.2+27.5+16.5+22.0+39.6+63.8+18.7+54.17 = 305.0 per 2.5s
17.2+18.14+21.95+25.77+14.32+22.91+42.0+55.36+61.09+29.17 = 307.91 per 2.5s
So, 10 levels for a <1% improvement does seem like a raw deal to me, but it's perhaps the least of my quibbles concerning what DRG at 70 is like. Potencies can be adjusted any time, but something just feels off. Like, in some of the ways that 2.0-2.4's "magic floortank" didn't feel right, it's not any one thing that doesn't feel right; you don't see player complaints and suggestions coming to a major consensus on "the" thing that's wrong. From a design perspective, I feel that is itself the problem; it means there's no readily apparent unifying theme to the gameplay of the job.
And that brings me to a different angle: if you want to design the skill floor and ceiling closer together, there are a number of stratagems that could be attempted, but Nastrond in particular runs in the opposite direction from what I would myself attempt. The skill floor crowd needs instant gratification--so make it the best stuff (potency is slightly more than a weaponskill ✗), integral to the rotation (✗), quickly accessed and often without much skill required (✗), while also not disrupting the old one too much (replaces Geirskogul cleanly ✓, Mirage Dive has a long animation ✗). The skill ceiling just wants to do the same thing but better, honest (two is alright, three with buffs is better ✓). Certainly don't hobble major sources of damage like the main rotation or jumps just for timing it a little poorly (lose BotD, lose WT/FC ✗).
I have a great deal of respect for SE's designers and I love dragoon--I've raided with it since 2.1, planned on going casual for 4.x, have no intention of ceasing to focus most of my theorycrafting efforts on it. But it took me about a day at level 70 to realize I'd much rather cut my losses and main something else until some drastic changes are made. 4.0 DRG can be rescued, my question is: will it?