1. Gonna disagree here, While it's true the GCD rotation is archaic it's not as bad as you might think it is.
Rotation wise we have 2 branches of skills; Damage + Buffs/Debuffs.
Damage: Bootshine, True Strikes, Snap Punch
Buff / Debuff: Dragon Kick, Twin Snakes, Demolish
We have 2 rotations in use at current; Standard of Alternate Twin + True & Double True Strike.
So a rotation could look like this: (assuming mid-fight with all stacks of GL) DK ->Twin->Demo ->BS ->True ->Snap ->DK ->Twin ->Snap ->BS ->True ->Demo
or
DK ->Twin ->Demo ->BS ->True ->Snap->DK ->True ->Snap ->BS ->Twin -> Demo
Looking at other classes2. Agreeance here, but it's not that bad just bloats buttons that could be fixed by making them traits or just combine all into one
- NIN follows your 1-2-3/4 rotation
- SAM goes by 1-2-1-3-4-1-5-6
- DRG is 1-2-3-4-5-1-6-7-5-4 and can not deviate in the slightest without breaking combo.
- meanwhile MNK could follow 1-2-3-4-5-6-1-2-6-4-5-3 or 1-2-3-4-5-6-1-5-6-4-2-3
3. I do wish that Chakras weren't as RNG as they are, but they're not detrimentally holding the class back
4. As said, They interact with Greased Lightning, if they didn't have that caveat they could be fleshed out and used more freely (Mainly TK + SSS)
I do appreciate you reiterating the abilities I listed, but you got some things wrong with them. Mainly:
- PB's CDs were 4 minutes to 3min to 1min up to the current 2min. And optimally speaking while it may open all your buttons, you're only going to be using it to spam Dragon Kick and Bootshine with 1 Coeurl move / RoE to refresh GL.
- Form shift didn't get the GL refresh until Shadowbringers, not Stormblood. (assuming StB is Stormblood).
- TK is a weird one, while necessary in some places, it never got its chance to shine as it did during patches 4.25 to 4.55. The Tornado Kick Rotation was one of the single most accidentally amazing things to come from Stormblood MNK thanks to Wind Tackle + 1m PB.
- RoE never needed 3 oGCDs to activate you'd just hit it and it'd shift you into FoE and then only needing 1 press to go back to FoF. But back in SB, this was one of the only ways to keep GL during long disconnects if you didn't use TK cause you knew you can keep your stacks and PB was on CD.
- Anatman is just bad even if thematically it would make sense. Why does it have the caveat of needing to stand still to maintain GL when every other class has ONE button they push to maintain their class buff. it being on the GCD doesn't help either since it just makes it clunky to use.
- SSS is a, "I fucked up Perfect Balance and need to quickly fix my stacks." Button or a Finisher button along with TK
And MNK is stuck in ARR, with or without ToD / Fracture. Your core rotation doesn't change at all from Level 50 and you don't have the oGCDs to fill up space like other classes do or the intuitive gauges as they do.