While those statistics are nice to see, if you look at historical data for Deltascape, you'll see that in the earliest days SAM (and to a lesser extent MNK and BLM) were ahead by a huge margin; and we all know how that ended up.

If I know my history, the summoner in A Realm Reborn was originally like this. And then we got Dreadwyrm Trance, and we started becoming more bursty as a result (Raging Strikes, Dreadwyrm Trance, damage over time effects, Contagion, Deathflare, sustain things, repeat). And now we're basically the burst phase mage while the black mage is turret blasts and the red mage is shotgun blasts with bursts and positioning magic.
On the topic... I made my character a couple months before Stormblood after doing some reading on how the game worked. I don't claim to be an expert on much of anything beyond the series lore.
That said, in terms of keeping things balanced, you generally look to the best users of all fifteen jobs and run at least a hundred tests to see what suffers and how. I'll assume that's already been done to death except for 4.2 simply because it's too new, and that's why we have this meta dilemma now. What we really need, then, is some reevaluation to see what these changes bring to us players, followed by ideas on how to close the gaps so more jobs become "meta viable." Until we ourselves become devs on this game, all we can really do is come up with intelligent solutions that can actually be implemented and hope SE listens.
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