To add to what Enkidoh said, the general potency on skills has gone way way way way way way way way way WAY WAY up since the quests themselves were the latest and greatest thing.

For reference, in 2.0 a DRG's strongest direct attack was a combo'd Full Thrust with a potency of 300. It could be buffed by an additional 50% to 450 potency for a short 20 seconds during Blood for Blood(Lance Charge) with the addition of the maintain buff/debuffs Heavy Thrust/Disembowel. So in general, DRG's strongest attack under its own buffs was sitting at roughly 360 potency with a chance for critical hit.

Nowadays DRG's Full Thrust is 540 potency before any buffs. It still has Disembowel as a +10% and Lance Charge for +15% more for that same 20 second window as old Blood for Blood window. But you know, this means, even outside of that window, it's still 594 potency. In that window it's 675 potency. It also has the added factor of Direct Hits, which did not exist, meaning more damage. It's the same across all other skills, with less invested in DOT, with stronger oGCD potencies too.

Basically, even the old DPS that were current during 2.0 are worth like 1.5 DPSes, putting your DPS total in standard party of 8 at like 6 2.0 DPS. This is to say nothing of the new jobs which were not balanced at all against old content, which have utterly insane potencies at lower levels. For instance, Ninja's Raiton is 800 potency. Samurai's Midare Setsugekka is also 800 potency with its dot Higanbana being a total of 1050. Nothing in 2.0 was ever that strong, and these attacks may be further enhanced, even at level 50, by potions and other raid buffs/debuffs like Trick Attack and Battle Voice.

This basically means that no matter what your composition is, you are overgeared and overpotencied for every piece of content, even the Binding Coil raids. It also means, even if you do current content at minimum iLvl, it will still be easier with much more leeway on DPS checks than in 2.x.