Since Stormblood, the design direction of jobs has been to simplify them further and further. Many jobs have lost some of their original design ideas a while back, and others have gotten quality of life changes.
That's alright, the game shouldn't require a PHD or an IQ of over 140 to play and have fun, however I feel like the game is heading towards a territory where the gameplay for more and more jobs is becoming way to homogenized and simple.
Looking at the 6.1 live letter changes, why would you change Ninja when its identity is within its flexibility with trick attack and its mudras? Trick attack is the reason many jobs got quality of life changes so their offensive abilities align every 60 seconds.
Its alright to lower / change numbers, or remove actions that do not make a lot of sense, but removing job identity for the sake of simplicity and homogenization of raid buffs to be strictly on a 2 minute timer is not.
What's next? Making sure you cannot mess up your mudras so they just get removed and now you combo a predetermined combination of mudra attacks?
The exact same thing happened with DRK in ShB when Dark Arts got removed. It was the identity of the job to upgrade attacks to stronger ones, but that was complicated, so instead of making it something along the lines of you can upgrade an ability for damage, one for mitigation ( and you get back the dark arts if its used well ), one for sustain, or something else entirely : here have Edge/Flood of Shadow to spam so you cannot mess up.
Speaking of DRK, I fail to understand how perfectly fine jobs that got plenty of quality of life changes ( Ninja - Huraijin for ex ), and were functionally great - got changed, while a job that has severe double weaving issues and sustain issues with a mitigation tied to damage didn't even get attention, besides a casual change to LD, which I hope was looked at in terms of you healing yourself too fast and removing the invulnerability early.
Samurai is also getting further homogenized despite its damage being perfectly fine and having variance if you mess up and don't fallow an actual rotation because you are missing raid buffs. But now, you cannot mess up, not only cause there will be no more Kaiten in case you somehow got to have a Iaijutsu without 20 kenki, but because dancer buffs won't matter as much, and neither will Dragoon's battle litany.
In terms of tanks, Warrior and DRK are already very similar, PLD being somewhat of its own thing and GNB too, despite just having 30 / 60 second burst windows.
I think we all understand and agree that this is a game where we want to have fun and challenge ourselves, but there should be a balance between complete homogenization and simplicity so that everyone can plug and play any job, and depth/complexity for people who like putting in the time and effort to understanding a job.
At the same time, I fear job feedback shouldn't be coming as much from people who for example barely play the job, or have little experience on it, but rather from people who have a deeper understanding of a job, preferably in a multitude of scenarios.
Let's say you are working on learning a subject like math - for someone without much knowledge or experience, they'd wish for it to be easier, while someone who mastered it wouldn't wish so, because then his knowledge would be less valuable.
In theory, if one would change a job to be less difficulty to get into at a basic level, while keeping the valuable knowledge of those who mastered it useful, that would be perfect. However, what is happening now is just basically giving up on complexity all across the board, even more, so the difference between an experienced/very good player and a newer player is less, and less distinguishable, effectively ruining hours and hours that people spent on mastering jobs.
The game shouldn't be in my opinion a 1 2 3 simulator where you empty a gauge every 2 mins, but neither should it require 50+ hours of studying per job...