Only 3 design flaws that really bother me at this point is double weaving (dark arts) vs blood weapon and living dead vs no self heals. If Abyssal drain's potency operated in a way that it was reduced according to the amount of targets it hits from a much larger base potency, Drk would have an efficient HP drain for single targets like it was supposed to have since day one. Dark arts functioning in its current state is going to create more double weaves for any future instants that require it similar to carve and spit.

Not really a design flaw but darkside is arguably a pointless skill when you can literally just increase the potency of the skills instead, you can't just keep using it as an easy way to "balance" our dps every patch cycle forever. It could just as easily become our DPS stance so we can finally have stance swap off gcd and split mp costs instead of all of it upfront for tank stance if you want to keep it as a skill and retain your easy way to increase or lower our dps.

It's kinda fun to sit and think about what DRK could have been. Part of me thinks DRK should have been some kind of HP juggling tank that strives to use small amounts of 0~5% its own HP to increase its damage and MP skills that regenerate/steal hp from enemies or punish attacks utilizing shielding similar to how TBN operates (see skills like Drain spikes brought into the game and aqua vitae). The other part of me thinks dark knight should have had powerful magic skills using MP and powerful physical skills using Blood with lower auto attack and melee combo damage and get rid of dark arts all together have the skills cost higher base MP.

Personally, I don't think I'll ever be happy with this class anymore but who is completely happy with their class... other than warriors of course. I'm mostly still drk main for the lore and aesthetics. I enjoy the rush bloodweapon gives even with how dark arts currently operates but if you get into the mentality of accepting or dealing with the problems nothing will change.