We see lots of points about how the DRK kit fights itself and suggestions for how to make it not fight itself, but many of them don't take into account the work and flare that has been put into the jobs.
Square puts a lot of work into making the jobs feel different even if they are largely homogenized in capabilities, and one of those things that have a big visual impact is the job guages themselves.
Suggestions to make TBN free for example, don't take into account that TBN could no longer grant Dark Arts, and DA is baked into the job guage itself. And you can't just say "ok then have it grant dark arts and be free" cause that blatantly is a dps increase.
Its not like they couldn't reduce or remove the dps loss in other ways, but the suggestions we keep seeing tend to either neglect the Dark Arts mechanic job-flavor (it doesn't matter if you scoff at job flavor, the devs definitely value it), or are just a blatant dps increases.
Similarly with Walking Death, they put effort into it and its an interesting difference like superbolide. In theory it has the potential to be the best oh-shi button in the game cause you have 10 seconds to *catch* your invulnerability, and your invulnerability *starts* when you reach 1 hp. Thats actually... really awesome. Plus again, they put a lot of work into it.
So while they might (and probably should) change TBN and WD in 6.xx, the suggestions to fundamentally change them are probably just doomed to be howls at the moon. Of course all suggestions are likely just to be howls at the moon, but the suggestions to fundamentally change them are especially howling at the moon.
So like, the chance of missing out on an Edge/Flood of Shadow is definitely intended, but that doesn't mean that TBN couldn't be more forgiving.
Likewise the ability to still die with Walking Dead is intended and probably won't be removed, but that doesn't mean it couldn't be more forgiving.