I have been playing the Dragoon few months now after being away for 2 years. I have cleared the most recent savage raid tier as well as leveled most of the DoW and DoM jobs to 80. So I feel like I have a reasonable grasp of the job and how it stacks up to other jobs in general as well as those within its particular role.
For the most part, I am enjoying Dragoon. It's fun, it's unique enough that it stands apart from its melee DPS brethren while still generally being able to be switched in an out of any given party's Melee DPS slot.
However, despite the rework to the Dragoon in 4.0 the job still feels slightly dated in its design, there are a few areas where I feel like the Dragoon is tripping over itself and I don't mean Jump's animation lock. So here are my thoughts on some possible changes to make the job feel slightly less floor prone.
Mitigation: Give us some form of mitigation! Nearly every other job has one. Every other melee DPS has some form of it. Monk: Fist of Earth; Ninja: Shade Shift; Samurai: Third Eye. Feels terrible when you're in a raid environment and your healers mistime their shields but everyone is able to save themselves with mitigation but you can't and die #loldrg
Reintroduce Keen Flurry as a one off parry skill or dig one out from 1.0 and give us Dread Spike where we mitigate damage and gain HP (although maybe only 10%)
Clipping Issues with Life of the Dragon and Latency: I would suggest changing Life of the Dragon so that it gives 3 stacks of Nastrond"(3)" to freely use within the 30 second time limit of Life of the Dragon rather than having a 10 second cool down on Nastrond.
This would help with more efficient use of damage buff windows but more importantly make it more forgiving to those of us having to deal with high latency. We are often unable to trigger Nastrond on cool down until after it has fully lit up which means delaying it for one GCD skill which shortens each subsequent Nastrond window by 2.5 seconds, leaving 5 or less seconds left to trigger the final Nastrond.
With fight mechanics and other skills needing to be used during this time, Life of the Dragon occasionally drops off before the final Nastrond can be used but more so, it falls out of many buff window timings due to the delay. This is only further exacerbated when stacking Life of the Dragon phases back to back. Nastrond is still on it's 10 second cool down from the previous 30 second window which delays the first use of the new Life of the Dragon window. Having 3 stacks of Nastrond that can be used quickly in succession would make this phase a lot smoother without altering overall DPS significantly.
Dragon Sight cast range:(I was reminded of this in a comment below) A good QoL change to this skill would be to up the cast range to 20 or 30 BUT still maintain the 12 yalm requirement for the secondary effect to activate. Similarly to how the tethered eye breaks when the target moves out of range but reattaches when within the 12 yalm range.
This would make those super frustrating false starts a thing of the past and put the burden of moving within range on the person you cast the buff on. It is really frustrating when trying to fill an already weave heavy opener with the burden of having to hunt the party list for appropriate targets that are also within range.
Nice to have but not a big deal/wishful thinking:
Rather than having True Thrust > Raiden Thrust for a 40 potency bonus. Maybe shift it to Full Thrust > Raiden Thrust for a 80 potency bonus as this would just make more sense given the Dragoon's buff windows leaning toward Full thrust and away from True thrust
Also as a possible future trait maybe giving us a Life Surge(2) stack would be nice?