The changes we got just feel wholly aimed at the lowest denominator, so to speak, of Monk. That or reactionary and equally unpolished bait-and-switch changes to the Stormblood toolkit.
We take the "obvious" thing asked for since HW by... precisely anyone who doesn't understand how ramp-up works or that power will be balanced around having it up basically full-time. And so dies the one bit of interesting gameplay we had surrounding TK in 4.2. Even if RoW had remained, the costs would make it no longer viable for rotation and utterly redundant with Riddle of Earth (now Anatman) as a on-jump mechanic.
Riddle of Earth was bad because shields could prevent it from being triggered, despite forcing the mitigation stance that makes it even more likely for its main effect not to work? Well, we'll replace it with Anatman, which now only half works so long as you're in the highest level of GL, requires that you be stationary, and has no defensive benefits on the offhand chance you wanted them.
Balancing AoE dps around a single core AoE have decent focus target damage and good burst through Perfect Balance? Well, we can't have that; players might be confused if they had to hit a non-AoE ability during AoE fights. Worse still if they had to consider resource efficiency or the like (as casters will continue to do). So, once the fight's begun, you get just one option per form for AoE, hurray!
Aside: I still don't know why people so want to remove RoF's slow-down. I rather enjoy it, since it offers significant burst to my oGCDs without having to squish my base damage as it would if it was a mere HW-era Raging Strikes copy. I notice speed when my speed changes, and I don't notice slow-downs any more than speed-ups so long as the side-effects are equally advantageous.
At present, no-RoF allows me particular rotational breakpoints (Double-Boot), while RoF allows me perfect breakpoints one rotational style slower (Demo-drop, if I care to make use of it) and allows me to double-weave at only very faint uptime cost. They're different, but neither is clunky for me. And thus I enjoy the variance. At most speeds, it's far more interesting than just another Raging Strikes.
But, of course, while it's true that we can't actually remove the speed penalty while supporting GL4 without overpowering Monk, we wouldn't want to leave a foot for such opinions to stand on, so let's just remove all the oGCDs that you otherwise could have double-weaved! There, now everyone will be ready to beg that the job be simplified even further in 6.0! Master plan successful.
We already had an interesting burst CD without penalties, and they took it away, likely to support GL4 and even more RNG-based performance. Internal Release actually synergized well with our Deep Meditation trait. So of course they took it away and gave its carbon copy to Dancer to ensure that one job will likely be basically non-competitive without the other. Out with the Piercing and the Crit-Bards -- in with the Dancer and the superCrit Monk from which to take both or skip both... Hurray?
So, what, ultimately are we getting?
- Greatly simplified macrorotation
- 2 GCDs and 123123123123123123 AoE gameplay.
- Even less choice of stats
- Redundant, rather than varied, jump choices; still unpolished
- Even more dependence on Crit raid buffs. RIP trying to play w/o DNC, DRG, SCH.