looking back at this thread, healers definately need looking at, overall though, the entire job design philosphy needs to change. Away from homogeny and balance, more towards uniqueness and fun
Other than pld and blm, every other job has been base breaking at best till 5.4 monk

Jobs almost universally have 3 or more of the following: clipping problems, poor levelling, weak/nonexistent utility, low skill ceiling, excessively homogenised playstyles, key/iconic job skills deleted, actions bumped up an absurd amount of levels, most new abilities only returned/edited old ones, excessive spamming

or if you want some specifics

Bard won't get their songs back "because they would be unbalanced"- a core part of its identity and playstyle for years is unbalanced?
Dark extremely homogenised to the point of playing almost completely like another job "so we could balance it" built with paladin's mistakes from HW. Devs apparently happy with it
Summoner is such a clunky if powerful mess that its getting looked at again for 6.0
Scholar having a key part of its kit, energy drain removed at launch- a core part of its kit, for balance and "pure healer" mentality that doesnt work
Monk taking years to get to an acceptable state at 5.4 because dev stubborness over GL
Machinist had ping problems and an unfun gauge. So they added a second gauge and more spam resulting in a broken base
Whm still hasn't had its problems from Hw fixed and has major clipping issues