I really like the idea of this thread, since it's trying to compound all of the issues into one place. I main a Noct AST and play it in savage, so I'm going to give my perspective from that point of view. I've posted some of these thoughts on other threads, but I'll restate them for this thread.
Currently, the major sticking point in AST is the current iteration of the card system. To be honest, I don't necessarily hate the new system, but I feel like the old system was more developed. For example, Sleeve Draw in the current system produces three cards in a queue which require the use of the "Play" oGCDs to resolve. Unfortunately, outside of lightspeed, this means that you need to squeeze these oGCDs in between your heals and spells one at a time. This becomes a problem when you need to use a healing oGCD, because you have to make the decision to either use the queued up card from Sleeve Draw or use the oGCD heal. Normally this wouldn't be a problem, but the goal is to fish for the correct seals, so this creates a dynamic where you are using more oGCDs to try to align seals correctly or to convert the card into a minor arcana. It's extremely difficult to resolve sleeve draw without clipping a GCD, which makes the ability feel extremely clunky to use.
As to how I would correct it: I realize that some people may disagree with this opinion, but I think sleeve draw should apply a missing seal that you currently don't have. Then the cards produced by the ability should all be converted into minor arcana before they are drawn. This results in Sleeve Draw only taking 4 oGCDs to resolve with the application of a missing seal, which would make resolving these oGCDs completely reasonable in a 30-second window before draw comes off CD. The missing seal would help during openers in raids where you pre-draw before a pull, play the card, draw and play another card, then use Sleev Drawe. The change to Sleeve Draw would result in the missing seal being applied, which would ensure that divination going out for it's full value. I think this reasonable considering the ability is on a 180 second CD.
The second issue I have with the card system lies in playing each card individually; this requires a lot of clicking and can be taxing in raid situation. The move to a single card system has caused me to move my Play ability to 4 different macros, which plays cards to people in my 5th, 6th, 7th, and 8th spots in my party list. I think it's a bit ridiculous that so many macros are needed to play cards to each individual person without manually targeting them. That being said, with the current iteration of the card system, I have no idea how to fix this without restructuring the entire card system.
The third issue I have is divination's short radius, for an ability that is on a 2 minute CD timer and results in a good chunk of our rDPS 15y is way too short for the ability. I think extending the radius to 30y would be more than enough to alleviate my concerns.
My fourth issue lies with Nocturnal ATS use of Aspected Benefic under the duration of Neutral Sect. Currently, Neutral Sect provides shields and regeneration despite what stance you are in. However, Aspected Benefic remains at 1000 MP for Nocturnal AST and 500 MP for Diurnal AST, meaning despite both stances having access to heals and shields, Nocturnal still pays more for the same benefit. The resolution to this would be to reduce the MP of Aspected Benefic to 500MP for Nocturnal AST under the duration of Neutral Sect.
My final issue is with MP generation. Currently, WHMs and SCHs have access to MP regeneration outside of Lucid Dreaming in the forms of Assize and Aetherflow/Energy Drain respectively. With the exception of Energy Drain, these abilities are frequently used as soon as they come off CD. AST has no form of MP regeneration outside of Lucid Dream, unfortunately, this means MP issues have happened to me a few times. This can be resolved by simply allowing Celestial Opposition or Draw to restore MP in a way that makes it equal to amount restored by WHMs
Moving on to the things I like
I've really enjoyed healing, it feels really good to setup Earthly Star and Horoscope to get value out of them later. AST is all about knowing when and where to setup up your ability, which results in very rewarding healing gameplay. Celestial Intersection gives us a nice little healing bump that is a free healing ability. Synastry is getting a lot of use in this
tier with the double tank busters, which makes it pretty valuable.
Outside of the issues above, I really enjoy playing the class, you always have the feeling that you are doing something, even though the cards are extremely weak now.