See the thing is, is they do make jobs like this. Hard to master, hard to learn, and hard to play. At least in the past they did. Problem was, SE didn't want to make them as strong as other jobs that were easier to play. OG DRK vs. WAR for example. OG. DRK had a lot going for it. It took a lot of skill to play well, a lot more coordination, and it was a lot of fun. But as far as effectiveness goes, it still lost to WAR in DPS, in overall mitigation, and had an inferior invuln to boot. It edged out PLD only due to fight design revolving around it, and its high DPS...
So the general consensus became, "Why play something that takes a lot of effort if it's not going to outperform something that doesn't?" And SE won't make jobs like that again because...
1) They actually stink at the balancing act, that's why they keep pressing to homogenize. They basically want people to play jobs based on flavor, not effectiveness.
2) They are unwilling to make jobs that are outright better than old jobs, because despite the fact that anyone can level anything, people stick with their favorites and don't want their favorites to be bad. So they can never release anything that is too good, even if it's complex. Which is what lead to how bad all the Heavensward jobs were at their release, vs. how absurdly good SAM and RDM were at their release to now GNB and DNC with both basically being perceived as great, but neither actually being so outlandishly great nor complex that they suffer the problems of old.
And the real kicker is, even with how easy and samey they've made just about everything, people still say it's too hard to learn.