Re: Tank
I am in favour of making Rampart baseline, yes. When they gave everyone a unified medkit with the same healing potencies the same time they boosted ranged and healer HP, they kind of flattened the overall HP pool of the jobs. The result is in, some ways, while tanks improve team defence, the tanks themselves can feel a bit flimsy for their name. Especially when we are giving melee 50% DR CDs. To make it more insulting, PLD and WAR have actions that are vastly improved when used with Rampart. It's hard to not feel a little ripped off if for some reason you don't have Rampart chosen, and it doesn't feel like a reasonable choice.
Speaking of WAR, if they are not going to let us self-target Nascent Flash, at least put self-healing on Decimate/Chaotic Cyclone. Would give WAR some much-needed sustain in FL and RW with minimal impact on Feast.
As a last note, tank adrenaline while okay for Feast and FL, kind of sucks for RW. Even if you stick with your party, the environment is frantic and you'll almost always have someone in a mech. This means the tank is suffering a self-stun for 25% mitigation on maybe 3 people in a world where we now have powerful oGCDs giving that kind of mitigation where it matters more, which is typically one target. I'd like if it could be made better here somehow.
Re: Dragoon
I appreciate what they were trying to do with dragoon in making them this sort of midranged specialist though IMO they are overperforming in FL and RW. The stickiness of a monk with half of the reach of a ranged DPS, while still getting melee damage bonus/mitigation. Not as sturdy as SAM but has a get out of jail free card on a short CD. I like having the extended reach on some of their options but yeah maybe require a little more commitment.
Re: Healing Reduction
With regards to healing reduction, I think the most elegant solution would be is to have only the highest available apply and leave it at that. On one hand it sucks because if you are a DRK being randomly matched and get a SCH, it feels like you are getting less value out of your lineup, but it's the lesser evil compared to nerfing in isolation. Not sure if they work additively or multiplicatively now (via subtraction), but the latter would be a soft nerf. Two 20% debuffs would be 64% healing received, rather than 60%
Some other thoughts
While the community didn't address monk, I do think it's fallen off in FL compared to the other melee. Pre 5.1, the burst justified their limitations, since with the +15% damage they would absolutely flatten ranged before healers could respond. Now that everyone has potions and everyone is kind of a ranged DPS in a way, monk isn't carrying their weight as much IMO. Maybe they should be given a ranged attack to maintain GL. While it's understandable DRG is better than them right now when it's broken, IMO they are a little behind NIN and SAM as well in this environment.