They need to either make Bind/Sleep useful for content, or remove it. I was under the impression that them not removing these would mean they would be useful. They're situational useful in leveling dungeons when you over-pull and need some crowd control, but 4.x is almost over and we have never used them.

Dragoon:
-Remove "Heavy Thrust"
-Remove "True Thrust"
-"Impulse Drive" now combos into "Vorpal Thrust" and "Disembowel"
-"Vorpal Thrust" now grants Damage+10% buff for 30 seconds.
-"Wheeling Thrust" and "Fang and Claw" now share a recast and are no longer separate abilities.

These changes open up 3 slots for DRG and streamline and simplify their combo architecture. Why does DRG need 2 completely separate combo openers? Ninja, Warrior, Dark Knight, Samurai, and Paladin have 1 Weapon Skill to open up their combo branches (NIN=Spinning Edge, DRK= Hard Slash, PLD=Fast Blade, WAR= Heavy Swing). WAR and SAM have their damage buff baked into the 2nd attack as Storm's Eye/Jinpu. Why does DRG need a separate GCD (which has no combo) to apply their damage buff? So, either this, or remove True Thrust and make Heavy Thrust combo into Vorpal Thrust and grant Vorpal Thrust the old Heavy Thrust buff. Secondly, by allowing WT and F&C share the same button, we save a button. The abilities can just swap as they proc like GK/Nastrond do.