.There are two main pieces for me. Balance philosophy, and schedule.

With Feast, they applied what is generally solid balance philosophy of boosting up weaker jobs, and avoiding nerfing stronger ones when necessary, like they do with PvE. The unfortunate result is IMO because some of the outliers were left unchanged, I feel like HP pools kept getting increased. But like, to a mercy, I think PvP has been more aggressive about nerfing things, which of course feels awful if you enjoyed that job, but it stops things from becoming a balance arms race. A middle-of-the-road job should be a basis for how others are compared. I mentioned MNK in another thread as a good example, which I feel just needs a few improvements, but I definitely think there are some jobs that need to be toned down much more, and some that should be brought up to a greater extent.

Data should be gathered from crystal rank primarily, since it is more likely people will have informed ideas of how to play, particularly after we have had more time with CC. Like with Feast, CC should be prioritized, but the developer can adjust things for RW or FL without compromising the product. For example, LBs having falloff after they hit 5 targets, or % damage reduction in those environments where appropriate. LB charge rates based on mode is another thing. As an example, some of us feel WHM has too many LBs in CC, but even the staunchest doubters can't deny it's coming back way too fast in FL. Playing WHM has been hilarious as a result, but yeah that has to change. Even if I had half as many LBs as I do now I would still be living it up.

In terms of timing... I really think big, obvious outliers should be addressed as soon as possible, even mid season. If we are a month in and something has >60%WR, it should be addressed in the next patch, even a .x1/5/8/etc. patch. That said, it is generally safer to make small improvements to weaker jobs mid-season, than it is to gut a stronger job. Sometimes the latter is required, but more gentle nerfs are encouraged.