I got DRG to 80 acouple days ago and anyone else feel like the design philosophies on DRG and MNK are worlds apart? DRG has had and has kept a BUNCH of OGCDs and yet MNK lost some and looking at it I feel like its cus a ton of stuff that DRG has are potency + build up/utilisation or are a reward for playing into the mechanics of the class.
Spineshatter Dive & Dragonfire Dive are both potency + possible gap closer. Jump gives access to Mirage Dive which in turn gives access to Life of the Dragon. Geirskogul is a potency + aoe move only useable in blood of the dragon and therefore is a reward for keeping the state up. (even though its brain dead to keep up compared to initial implementation back in HW)
Blood of the dragon is a reward of using your Jumps + Mirage Dives which in turn gives access to Nastrond an upgraded Geirskogul and Stardiver which is potency + gap closer + aoe both of which are the benefits of utilising the mechanics the class pushes you to interact with.
Now looking at MNK relative skills to this discussion are Steel Peak, Howling fist and Wind Tackle. Steel Peak was a pure potency skill once upon a time it also had a stun tied to it but even then considering the design of a large portion of fights making things stun immune it was largely in part just a potency OGCD instead of the removal of the skill it could have been changed to give chakra or a stack of GL that way it flows into one of the central mechanics of the class but instead it was removed. Howling Fist was a potency + aoe OGCD and yet you may be going "doesn't that make it basically Geirskogul" while it functions basically the same, the difference between the two is that Geirskogul is gained due to keeping the LotD state up and therefore Howling fist wasn't a reward nor did it interact with any of the jobs central mechanics and for those reasons imo was deemed unnecessary.
(which causes me to worry for elixir field next expansion)
Wind Tackle was removed along with Fire and Earth Tackle, due to the loss of the Tackle Mastery trait. Fire Tackle being a straight potency increase and Earth tackle being a shorter ranged knock back that found little application. Wind Tackle on the other hand gave a stack of GL upon the use of its second instance, meaning that it was not only potency and a gap closer like its counterparts but also fed into a central theme & mechanic of the class GL. Which makes it very odd that even with the implementation of charges making the skill redundant in its approach that Shoulder Tackle did not receive the self same application.
All in All I just find the design choices made with MNK in mind seem to be far more limited, uninteresting, and afraid of risk/balance than the approach taken for DRG making it so each Expansion the DRG as a job genuinely advances and evolves in some aspect as MNK either stagnants or straight up declines, the SB TK combo while being difficult for many being one of the first times the job has genuinely flowed through a lot of its skills in pursuit of an interesting outcome beyond simple GL upkeep.