Quote Originally Posted by Silver-Strider View Post
You even claim that you would still lose GL even if RoE would apply on being hit vs taking damage while DRG can potentially have almost double the duration of GL with BotD and can still refresh it before it runs out due to the CD on it being half the duration of any of MNK's maintenance tools so on both a practical and technical level, BotD is far and away the better tool for maintenance in comparison any of those on MNK.
I never claimed Monk has as good a maintenance tool in RoE as DRG has in BotD. I said that what few fights could not maintain GL, such as through Byakko's quicktime phase, also generally didn't allow for the maintenance of BotD, or indeed any other time-limited resource. Was RoE as good? No. Was it sufficient in the same fights BotD was? Yes. Thus, it was "sufficient to the same extent as BotD was."

Quote Originally Posted by Silver-Strider View Post
RoF had a slow down that made double weaving oGCD necessary. That is no longer the case and thus the extra oGCD aren't necessary anymore.
Heavensward didn't have RoF slow-down, either, and yet it had HF and SP.
5.0 Shadowbringers had RoF slow-down, and yet it didn't have HF or SP.
You can theorize whatever reason you want to the removal of HF and SP, but please do not argue causation off something that happened AFTER their removal. If we look at the history of the two aspects, there's not even a correlation.

Anatman gives 1 GL per minute during uptime. Wind Tackle-Riddle of Wind gives 2. Anatman sees use during downtime. Wind Tackle-Riddle of Wind does not. Anatman depends on server ticks. WT-RoW does not. Anatman prevents movement. WT-RoW are movement skills. They overlap only narrowly.
Anatman is far, far more alike to Samurai's Meditate than to RoW, except rather than merely drawing in an extra 120-128 potency on a good "fishing" attempt, it's a clunky but nigh-obligatory component of our openers. It is by no means a direct replacement. We lost RoW. We got Anatman. They do not compete for the same purpose, as one fundamentally supported an iconic need for uptime and use of GL as a true resource, and the other mostly stands as mitigation -- rather than encouragement -- for using GL as a resource. Anatman, in terms of design, is a means of removing TK from mid-combat, which is in turn a means of removing GL as a manipulable mechanic or anything more than a one-time wind-up punishment.

And that's my issue with it. It's built not to replace a capacity, but to carve it out so completely that the capacity is irrelevant. And all to do what? To then make SSS, Anatman, and RoE themselves irrelevant?

Any core mechanic will suck if it's purely a gateway to be trudged through rather than an actual resource to be worked around. It was the latter. And rather than doubling down on that, they effectively euthanized the mechanic and then put it on life support. And I'm not going to praise the band-aid fix for a problem they actively caused.