This is my first expansion back on melee dps in a long time, but haven't all of them undergone massive simplifications? I'm particularly intrigued as to how MNK, after roughly fourteen thousand reworks has come full circle as a faithful reproduction of the ARR version, except with next to no positionals, no GL, and the Steel Peak/Howling Fist equivalents sharing a cooldown. I think when you sift through the fluff and artificial APM inflating effects on these jobs (let's press four buttons in sequence to perform one action!) you actually find that there really aren't all that many things to track or decision timepoints on any of these jobs. The primary consideration on all of these jobs is going to be on how to glue yourself to the boss while dancing with death. I'd be surprised if you struggle on rotation decisions on any of these.

I am a fan of GCD based speedboosts, and I will say that I would love to see more forays into RPR's 1.5s GCD with future melee dps jobs. It's a pity that we don't really look at the rate of change/first derivative of APM, simply because most jobs are defined rotationally by what happens during burst and not based off of the global average. I'd also love to see more of a focus on precision movement actions like Ingress/Egress and Shukuchi, because that's where I think the role's true skill ceiling lies.