The team working on Final Fantasy XIV is fantastic. They listen to the players, they care for our experience with the game, and they all just want us to have a great time. This is more than can be said about a lot of teams and I respect them greatly for this but I can't help but feel that Dark Knight has been an exception to this.
Dark Knight has been my main job since I started in Stormblood. It was a fast paced job with MP management which I found extremely fun. You wanted to use Dark Arts to buff certain actions at the cost of MP for more damage or differing effects. You never wanted to be too low on MP that you couldn't use The Blackest Night, your major mitigation tool, but you also wanted to use Dark Arts as much as you possibly could. You were playing this balancing act between the two while you couldn't naturally regain MP or get it from outside sources. How was this fixed? Dark Knight handled it's MP by itself, it would use actions such as Syphon Strike, Sole Survivor for a gain later, Blood Weapon which also had a haste, Blood price for small MP gains when you were hit, and even Delirium which would give you enough MP for a use of Dark Arts as well as extending the effect of Blood Weapon or Blood Price equal to it's maximum duration which would double it's duration.
The job was a bit clunky but it was fun, rewarding, felt fast, and it felt a bit complex. Shadowbringers, the same expansion that has Dark Knight as the poster job, took away all of that in an attempt to make it less clunky. It has become a job where it's MP management is barely there, it feels sluggish due to how long it takes to be able to use any oGCDs or Blood Spiller, and worst of all, Delirium just felt like it was copied from Warrior. The job lost it's identity in it's own expansion. I hoped this job would return to glory in the next expansion but I was shot down the second I watched that live letter. Keeping the 5.0 changes and despite any additions, it still feels like DRK has nothing. Later in the live letter, they bring up White Mage and Holy, saying they didn't want to give every healer something like Holy because it would feel lazy and tacked on. This made me feel like they had completely ignored what they had done to DRK in it's own expansion. A prime example of what I would consider a lazy and tacked on design choice yet they keep it as is making it feel like they don't notice the problem or just don't care.
The job no longer feels special or unique, it just feels like a poor imitation of Warrior or Paladin in it's current state.