Hard disagree with this terrible, terrible take. It's okay for there to be jobs that don't provide "utility," and it's also more than okay for there to be jobs whose "utility is that they bring high damage.
This is another thing that people who are actually bothering to take raid composition seriously should need to consider. Do they want to stack as many buffs as possible? Do they want a pure DPS to take up a slot because that player has the skill to greed super hard without dying constantly to stupid stuff? Or do they want to put in a safer physical ranged DPS that can keep applying damage as the raid learns a fight? A red mage or two for the extra safety of quick resurrections on demand?
Jobs should feel different beyond just being part of a specific version of a DPS role, and those differences are what force players and statics to make decisions about what to bring to a fight. That's another part of what makes the game interesting. You're arguing for homogenization of jobs, effectively arguing for the game to become more boring, and that's historically a very bad idea. And for my money, I've seen what happens to a pure DPS that gets "utility" forced onto it because the developers/players thought it needed it, and now Monk has an absolute mess of a kit, some flashy animations, is near the bottom of the list for jobs being taken into the endgame right now, and is on its THIRD expansion of reworks that have failed to turn its fortunes around.
Meanwhile, Reaper, designed from the ground up to be what it is, provides better personal AND raid DPS than Monk, while also providing stronger support for healing than Monk has in almost any incarnation I've played of it since Heavensward. The job needs to be adjusted, and one way or the other, its going to happen. Maybe for 7.0 they'll give you a half-baked pseudo-mudra system to concern yourself with on top of all that.