I mean, RDPS buffs aren't necessarily an end all, be all situation. Not saying I don't think MCH could use some tweaks, maybe --but an uncoordinated group that improperly plays around RDPS buffs is generally going to benefit from a job that just supplies raw, adps (So like, MCH/BLM/SAM). So, I don't think MCH needs it's own DMG+ buff, or more utility (okay I won't say no to seeing pallisade again in some form), but it should generally be supplying more damage (in a perfect balanced world) than a BRD/DNC in their ADPS vs. their RDPS contributions on average.
It's even like before, comparing RPR + SAM -- SAM supplied a lot more DPS under buffs than RPR could, when played well, while RPR beat out SAM in RDPS contribution on average (but SAM beat out RPR in ADPS, generally speaking -- and MNK was technically above both, though that was more of a high end thing as I don't know if MNK itself has a more complicated skill floor than RPR or SAM, which will skew things -- it's the job I've played the least).
Even now, if someone picked the lowest DPS melee job, which I think is still NIN, I don't feel like they're a detriment to a run -- they won't be able to carry a run as hard as SAM/MNK now, but their contribution isn't negligible (whereas, prior, Dancer contributions felt incredibly low especially relative to their role slot -- definitely not unviably low, but a low that could be felt, similar to PLD's state).
Not saying, again, that tweaks are unnecessary/unneeded/unwanted etc... but more saying that at this juncture, there isn't really a job (Tank/DPS/Healer) that's a detriment to the party, or even performing so much lower than their cohorts that a 1% enrage in PF might feel related to job choice. (And even then, any enrage, even prior to these buffs, aside from week 1 4S~, is usually more an issue with "I can't carry harder than this on PLD/DNC" when the other party members are struggling to push buttons/survive).