Yeah... Looking over the changes and what not and DRK really looks strange.

Darkside could have literally been something more similar to Huton for NIN, where you have your secondary combo to refresh it (Armour Crush). Which would have made it somewhat more interesting, as you'd now think about using 2 rotations.

Delirium/Living Shadow could have been something more unique. Instead of being budget Inner Release, it could have been having your shadow copy your weapon skills. With the Delirium being able to extend the duration of the Shadow and maybe even some way to get CDR for Delirium to promote playing well and being rewarded (Possibly CDR based on MP spent).

Blood Weapon should have just become a Trait, with all of its effects intact (SkS, MP on hit, BB on hit).

Dark Passenger and Carve and Spit costing MP and being high damage oGCD skills with a notable reuse timer.

This would give Dark Knight an actual unique kit and gameplay. Where it's focused around resource management (Not just PLD's "Well, once per combo I get a bit of MP" but every strike giving MP and having a bunch of oGCD's to spend it on) - Generating and spending MP for oGCD's. Maintaining Darkside through the combo to extend it. With a burst phase that's not a copy/paste of another Tank in the form of IR Lite, but an actual shadow that deals damage based on your own skill usage and has a duration that can be extended.

Instead... We get yet another iteration of DRK being a worse version of another job... From PLD Lite to RSI Lite to WAR Lite... The job deserves better than this...