There are a handful of issues that have come up most when I've asked other Machinists about the job's design issues:
- The job has notable button bloat, even including outright pointless buttons (e.g. Gauss Barrel).
- Ranged DPS depend too greatly on their threat dumps during openers, and a percentile threat reduction would be preferred anyways.
- Bard almost always trumps MCH as the ranged of choice when only one is taken. When two are taken, MCH always has the inferior maximum total DPS.
- Skill Speed is shit, especially during Rapid Fire.
- Flamethrower is bugged, clunky, and generally undertuned.
- MCH AoE is low and weirdly finicky/immobile, especially compared to BRD's, outside of fights short enough to take BT-HC into BOD or immediately BOD.
- Wildfire can be a bitch, especially around boss jumps/invulns.
- For all its eccentricities, Machinist lacks... pizzazz. It needs a little something more special.
- The heat mechanic feels more punishing than rewarding.
As per my notes below, I've found no solution as of yet for that last issue. I am still working on how, exactly, I think Heat should work to maintain tacticality and encourage forethought with minimal sense of "punishment". The others issues at least been mitigated.
If there are further MCH issues you can point out, please do. I can only go off my own experience here, those of the dozen or so MCHs I've spoken at any real length with, and those of forum posts here.
I doubt you've misread any of it, but there is a great deal of context in the general section that may be pertinent to the suggested MCH changes. I can give a run-down of why I've suggested what I have, but let me clear -- though the changes will not be complete until that last issue is solved, I do think each of those changes has a very real place. The Wildfire siphon, for instance, augments enmity mitigation, AoE, and "something special". Moving AoE slightly from Bishop to Split Shot reduces maximal AoE burst -- or, if not for Hypercharge now being able to affect it -- but increases the flexibility of sustained AoE and of focus targeting. Grenado Shot, alone, is something of a guilty pleasure; I saw no reason ranged AoE (Wide Volley and Grenado Shot) should have been removed from ranged classes, especially given that we now have access to auto-swapped actions.