I actually do like the idea of them changing the flow of jobs for PvP since it's such a jarring different environment, though yeah it is a bit clumsy. There is a huge mismatch when they try to force components of a PvE kit into a PvP job when they are so drastically different, when a lot of those components either require a lot for adaption or just don't fit. For example, on DRG Life/Blood of the Dragon both feel like they have no reason to exist when you can refresh them with Piercing Talon at no cost to your combo, especially now that Stardiver is available in both states. Alternating states feels very forced in a PvP job, and the same is true for Summoner. We do a lot of damage, and I appreciate that, but... alternating between wyrm and bird doesn't really make sense here. It would make much more sense if they were distinct states we could choose at any time, maybe with a shared CD. And yeah... DWT doesn't feel like it has a substantial reason to exist when it doesn't have a real passive effect. It feels all very broken and sloppy.

Also some actions like Nascent Flash. This is one of those things that doesn't really suit PvP at all. They can double or quadruple the healing to make it balanced, but that doesn't mean it fits. It makes more sense in PvE where you can find times you can delay the burst of your rotation in PvE when a TB is coming or something, but here in PvP it's way too clumsy. Takes a completely different design or a different action entirely.