In the last Live Letter, it was said that DRG will have some skills repurposed and readjusted to cut down button bloat and stress and that jobs that are deemed too busy like DRG or AST are currently under discussion from the dev teams as well, with more changes expected for Patch 6.2.
While some of the points I will make can also be found in the DRG feedback thread I made for 6.08 EW (https://forum.square-enix.com/ffxiv/...-for-Endwalker) as well as this post (https://forum.square-enix.com/ffxiv/...46#post5874246), I believe it is important to re-emphasize them here.
First of all, a job being busy does not have to be a bad thing that needs to be tuned down. DRG is busy indeed, but mainly during the even minute burst windows. The busy feel comes from managing the oGCDs, which most of the time have to come out in a strict order, meaning that it is more of a matter of muscle memory and getting used to it than having to adjust on the fly.
I cannot agree with the fact that DRG is so busy that it has to be adjusted when so many other jobs have burst windows which are as busy or even more and that require more decision-making on the spot. Other melees (NIN, SAM, MNK) or some tanks (DRK, GNB) also fall in this category, and there's nothing wrong with a job being busy in these cases.
DRG has a fixed weaponskill string which only makes us think about our GCDs in three main ways: whether we will overcap scales in the next weaponskill, whether the next GCD will be buffed by Life Surge or not, and whether we will need True North/to adjust our position if the next attack is a positional. Only the 2nd of these is DRG exclusive, the other two are shared by most jobs and all melees respectively.
We don't have weaponskills that can be used between the main combo either, so there's never a need to think about dropping a combo after a while as is the case of RPR.
The rest is, as already stated, oGCD management. If we mostly have to worry about this one thing which is basically fixed in its use, how can it be overwhelming? The beauty of the job is precisely these hectic burst windows in which we unleash all our abilities.
The main issue was the animation lock of jumps and that is going to be fixed in 6.1. DRG needs other quality of life changes such as adjusting Dragon Sight. Its burst windows are more than fine in most cases. It was the change of Battle Litany into a 15s buff that requires us to use most of our abilities in a specific order in as little time as possible. This did not happen in ShB due to Litany being a 20s buff.
In regards to button bloat, DRG is not a job that is button bloated at all. There's other jobs that greatly suffer from this, but not DRG because the only difference between single target and AoE is the weaponskill string employed.
The oGCDs are used in all scenarios, with Spineshatter Dive being the only one that loses relevance in AoE, meaning that we do not have extra buttons solely for AoE abilities as many other jobs do.
If the devs wish to combine the Mirage Dive action into High Jump by making the latter turn into the former in a similar fashion to NIN's Bunshin in order to free up a button, that is fine, despite the fact that I disagree with it, as explained in my feedback post. Mirage Dive can never be removed though with the way Life of the Dragon works now, since it's what allows us the flexibility to choose whether to enter a Life window or not.
The only other actions that they might be thinking of replacing or changing are Dragonfire Dive and Dragon Sight.
Dragonfire Dive should not turn into the "AoE jump" for the aforementioned reasons: we use all of our oGCDs in every scenario and changing this will make the ability irrelevant outside of dungeons. It would also break the iconic moment of a DRG jumping several times in a row during bursts that has been there since ARR.
If the devs want to repurpose this ability, I'd say they should find a way to make it more interesting in its use, rather than converting it into the "AoE jump". I've made suggestions for it such as allowing it to give a scale and/or eye, the latter of the two needing careful consideration so as not to mess up eye management in the whole fight.
As for Dragon Sight, it needs massive quality of life improvements, or it being combined with Lance Charge and turned into a personal 15-20% damage buff with a 60s cooldown, or repurposed to be more interesting in a way similar to Brotherhood or Arcane Circle.
DRG is not a job that needs pruning because it is not button bloated, what it could have is new interesting, engaging or creative ways of making its present kit work.
Other issues such as crit (anti)synergy between or within jobs (see this https://forum.square-enix.com/ffxiv/...90#post5880390) so that Life Surge can interact with Battle Litany/crit buffs or any other GCD other than Heavens' Thrust would be more interesting than cutting down on a job that doesn't need it.