This points to a disturbing trend I've seen in FF14's job design. The fewer expansions a job has been around for, the better a state it's in. New jobs are generally well-designed and have integrated kits that are fun to play, but lessons learned from designing those new jobs are not applied when updating the existing jobs. Older jobs get changes that break their mechanical identity (gun-mage and bow-mage in HW), or which gut the class fantasy (AST card rework in 5.0, sect loss in 6.0, and BRD losing songs), or which leave them in a clunky un-fun state (MCH during SB). SGE got what appears to be a DPS kit with more than two buttons, but nobody on the dev team figured out that maybe other healers should too?
Looking at ShB jobs, my biggest complaints about DNC and GNB are the lack of primal weapons for glamour (seriously, guys, you've had two damn years to add them in). For the SB jobs, SAM is okay, but the addition of Tsubame-gaeshi turned what was a relatively free-flowing rotation into a strict "don't drift by even a millisecond" rotation. RDM is still fun. Then the HW jobs have clearly suffered: MCH is okay now after being clunky for the first four years of its life, DRK continues to be turned into "WAR but emo," and AST is the friggin' Giving Tree with how much class lore and mechanical complexity it's given up. (3.0/4.0 cards = actual decision tree, even if you usually wanted Spread Balance. 5.0 cards = bland +damage buff, collect stickers. 6.0 cards = self-buff only.)
And then you have the ARR jobs. Some are okay, only because they're clearly mained by people on the dev team (*cough* BLM *cough*). Others are an absolute shambles. WHM and SCH most notably, but even NIN was so badly done in 5.0 that Square gave it an emergency rework in 5.1. Some of this is hopefully being fixed in 6.0, but the team's track record does not inspire confidence.