It's interesting that you mention this about AoEs. I find that a lot of the jobs were re-tuned with dungeons and FATEs with large trash mobs in mind but a lot of thinking came at the unfortunate cost of single-target rotations for trials and raids, which is where players spend the bulk of their time in end-game. This is what is making roulettes feel miserable in general for a lot of DPSes. It's interesting to see this isn't just an issue with the melee jobs but the casters as well. The new skill changes do force the jobs out of alignment with one another, yes. That's a very interesting observation to make. Makes me curious about the conditions job balancing was tested under, i.e. if they tested how jobs work for group content or were just looking at how they play on an individual level for some of the more SHB-heavy content like FATEs with lots of mobs.