Which would be relevant only if clearing were significantly harder on some jobs than other. But it's not.
If it's deviation sufficiently differed from those immediately above or, more importantly, below. But it doesn't.An outlier is based upon deviation, and it is quite possible for 10% of players to be deviated too much to be counted as normalized data.
We don't see any such leap until after the 95th percentile, which is not what I'm suggesting we balance around.
All that looking at 90th percentile gives you is a reasonable view of a kit's strength among a reasonable level of error; the impact of those errors have more or less standardized, their deviations shrunk. The jobs are still necessarily played perfectly, but at least those values indicate what a kit, for the most part, is capable of, not just an average player still learning how to use it.
And you absolutely should be balancing jobs primarily around their kits, not just how easy they are to push from poor performance to halfway decent.
I never said it did. That's exactly why I said it'd require us to comb the context to take those things into account. Our evaluation must, further, include those things. To see whether they have practical chance of value, you look at better runs first -- those who'd actually know how to use them. Then you overpower them slightly in accordance with how difficult that utility's value is to exploit/coordinate.Which is not something FFLogs has any capacity to measure
Let's put it another way. X job is taxed Y value for having Z utility. But in practice, that utility doesn't save even a single GCD of healing except in the very most optimized runs. That will not be sufficient. That it can save a GCD in an optimized run should be noted so that we at least have some idea to the form of its potential value, but its tax should be diminished to reflect those constraints.