I'd like to see the following changes:
-Remove Impulse Drive from the game, and make True Thrust open both combos. If you look at NIN and SAM, the other non-MNK melee DPS, and to a wider extent also DRK/PLD/WAR, all physical melee jobs have a single basic weapon skill that opens up all the combos. Fast Blade, Spinning Edge, Hard Slash, Heavy Swing, etc. This opens up +1 button for us.
-Remove the penalty for Blood for Blood and reduce the damage bonus it grants. In 2019, there's no reason why any DPS should get a skill that increases the damage they take by 10%. Think of it this way, Blood for Blood is active for every 20 seconds out of every 80 seconds. That's like having a vuln stack 25% of the time. For hardcore raiders, not a big deal, but for PUGs and casuals, this results in deaths pretty often. No other DPS gets a debuff from their rotation that makes them take significantly more damage from raid-wide AoEs. If anything, rename the skill to Fervor or something and make it more or less like Raging Strikes or something. Or, change it to give us a poison-DoT effect that we could counteract with Bloodbath or something. It doesn't make sense thematically that DRG should take more damage from its skill (seems more like a WAR or DRK style move tbh).
-Dragon Eyes can be acquired even if Blood of the Dragon is not active. This change allows the Dragon Gauge to be visible even without Blood of the Dragon, and means that even if the buff falls off, the eyes remain and are not lost during periods when the boss is not targetable. Almost every DPS job has a resource that is timed (Blood of the Dragon, Greased Lightning, Astral Fire, Songs), but also these DPS also have a resource that remains permanently even if their buff falls off or the player dies (Ammo, Polyglot, Chakras, Ninki, Kenki, etc). Dragoon is the only DPS that does not have a permanent resource, so when a boss becomes untargetable, we lose our Blood of the Dragon AND all of our stacks. Another option is to let Battle Litany give us a full 3 eyes or something.
Now for new additions/traits/skills:
Enhanced Life of the Dragon:
When entering Life of the Dragon, all jump timers are reset.
Trait: Jump Mastery
Jump, Spineshatter Dive, and Dragonfire Dive become High Jump, Super Jump, and Hyper Jump under "Life of the Dragon"
High Jump: Deals 320 potency, gives one stack of Dragon Soul (does not proc Mirage Dive)
Super Jump: Deals 300 potency, gives one stack of Dragon Soul, stuns target for 2s (does not proc Mirage Dive)
Hyper Jump: Deals 400 potency AoE, gives one stack of Dragon Soul (stuns target for 2s)
When you have 3 stacks of Dragon Soul, use your last Nastrond to enter Soul of the Dragon. In this mode, you have all the benefits of LotD but also have enhanced damage and attack speed, and GK/Nastrond is replaced with Highwind that does 400 radial AoE centered around the DRG.
Holy Breath: Deals 120 damage in a cone and deals damage over time. DoT potency: 50, duration 20 seconds. While under Blood of the Dragon/Life of the Dragon/Soul of the Dragon: DoT Critical Hits procs "Dive Ready".
So the overall flow would be Blood of the Dragon->get eyes from Mirage Dive proc'd from jumps, as well as Holy Breath, then enter LotD all jumps are reset and enhanced, you spend your nastronds and use your jumps to get 3 stacks of Dragon Soul, then on the last nastrond w/3stacks, you enter the 3rd form Soul of the Dragon. Your jumps remain enhanced and are reset again, you have damage+10%, nastrond is replaced with Highwind, and you have attack speed+10%. There's no mirage dive here and when the Soul of the Dragon expires, you start back from square 1. Holy Breath would function like a Mage's Ballad where crits proc Mirage Dive