I don't think that proposing levelling changes is particularly beneficial mid-expansion. They generally make the most sense in the start of a new expansion: a time when most players are actively levelling, when actions have been both added and removed and when the progression of the job itself changes.

I think it's sensible to standardise Abyssal Drain and Salted Earth such that they provide more consistent effects for both single target and AoE. I think the solution is to increase the single target effect and have diminishing returns with more mobs. SE struggles to balance these types of abilities for some reason, and I'm worried about seeing them just go the Blood Price route with them.

The biggest change that needs to happen is related to Living Dead. The action description and tooltips need to be re-written/re-localised so that they actually match up with how the ability functions. There needs to be a UI element/gauge which shows the amount of healing required to cleanse the effect that is intuitive to newer players and their healers. The beneficial effect shouldn't be terminated early when you satisfy the healing requirements. And it's on the wrong tank. Self-healing very clearly isn't DRK's thing, and won't be unless the devs change around their existing tank identities significantly.

Those are the main points to be addressed mid-expansion cycle.

As for the next expansion, I think the bigger focus should be to build up a unique but unifying theme across DRK's actions. Expand on that 'barrier' concept, and build on the interplay between MP and blood. But that's a much more complex discussion.