@Shurrikhan
I suppose I would have to see it in action but it certainly sounds like it makes things a bit complicated but maybe it'd make sense if I saw it normally. It does sound like needing to remember multiple rotations for single targeting alone however so it does make it a bit much.
It does sound like Rook though is the least useful of the turrets at least from what I'm seeing as Bishop would just become a more powerful Wildfire which is concerning. I know procs are something that are more reserved for Dancer and Bard though as Machinist being more consistent would keep it stable, the days of Reload catridges made for some frustrations even with them being around often so having them present again isn't quite the route to go.
I do like the idea of the MP bar being used, but at that point the Battery gauge is just there. I personally prefer the idea of "Aetherial Catridges" where you use MP to boost your base GCD's so that it's a nice buff for a time but still gives some time to recharge since we don't have a way to regain MP all that swiftly, but I mostly shelved that idea.
I don't necessarily want to discount the turret changes but it's a bit uncomfortable of an idea with having to learn macrorotations for a job that while being the most difficult of the Physical Ranged, is not trying to go too heavy with difficulty and also trying NOT to exceed Black Mage's damage. I want to aim for slightly above Reaper to keep it fair and also keep the difficulty in the mid range, if anything needed to up in difficulty to be around BLM damage, it should be BLM itself or Samurai. Flamethrower being fixed is part of my document so there's that as well. As for the Physical Ranged tax, Blast Charge makes up for that as is but I don't want to discount the rest of the kit to just be a glorified melee. It's a bit of a worrisome path with this sort of rework in my opinion.
The idea of the new "Wildfire" effect scaling off of weaponskill potency is also a bit much, I mostly want to keep that in the PVP route where anything can trigger it and it will do damage. At most, the finisher should be able to be affected by raid buffs and such. Not to discount the idea entirely as it would certainly boost the damage but potentially limit some freedoms with having to save everything for that big burst, it gives me a bit of the Stormblood flashbacks. If anything that particular post just sounds like bringing back Stormblood Machinist...which as much as I like Stormblood, that Machinist rotation was definitely not desirable.