The issue is that some jobs do and don't with their potencies, as I listed with Red Mage they resort to a 1-2 rotation for their entire building phase when fighting two targets. Red Mages will only cast Jolt Impact repeat with their off gcd's instead of their Verthunder / Veraero, Verfire / Verstone & Jolt AND OGCD's for a more than twice the regular spells. The quality of the gameplay actually degrades the moment you start fighting two clustered enemies if you intend to play optimally.

Then with Monk before Endwalker IIRC you would use the FPF to maintain the twin snakes buff while maintaining optimal DPS instead of resorting to just a single target rotation.
This would look like a Bootshine / Dragon Kick > Four Point Fury > Demolish / Snap Punch, the key difference is FPF Substitutes the regular Twin Snakes / True Strike portion of the rotation (never mind it looks stylish as hell)
That's changed now to be more simplified, which is a pro and a con, but I view it as a con as I have less decision making going on as a result when considering my targets.

And to just clarify I only consider AOE as 3+= targets. The rotations I'm speaking of are considering two targets, and have issue with some of the inconsistencies regarding those rotations from Shadowbringers to Endwalker.
If I had the potencies from Shadowbringers I might be able to explain it better.