I want to preface this as someone who's climbed to crystal and has actually experimented with PVP enough to have a firm understanding of the games mechanics even if I'm by no means the best player. My opinions here aren't really a fact or are indicative of the truth but serve as a way to highlight my problems and perhaps echo the complaints of someone else with the overhaul.

Lets just get into it.

WHM's Kit is insane especially with the skill that applies Miracle of Nature, that skill is broken and should be removed from the game yesterday. No amount of testing is needed to see that a button that renders a target completely helpless and open to getting hit multiple times leading to your death is even remotely okay on a 15 sec CD. Their limit break is also basically a 45 sec CD which is absurdly recursive for what it does. Burn this job to the ground if you have to, it is far and away the best job for pvp and not fun to play against.

Guard and Purify are good in concept but have flaws. Guard is the better of the 2 but suffers from poor responsiveness. I've pressed guard and as im taking damage, the animation of the action has to actually fully complete for me to gain the protection. This has alot of problems. The first is that it allows your opponent to CC in that small window negating your guard attempt with something like a silence or a stun. This design decision doesn't really make sense to me as looking at abilities like WAR's Primal Rend and WHM Afflatus Purgation. These skills apply their CC well before their animation actually happens. IDK why this happens on both ends besides the developers really not considering sequencing in how abilities should function.

Purify is even worse because this skill doesn't apply protection from CC until after you've been hit with it and it successfully cleanses it. This means your opponent has ample time to overwhelm you in disadvantageous situations. Purify should make you immune to CC BEFORE it cleanses or do both at the same time. Remove uncleanable CC from the game, it's not healthy. I'd also recommend diminishing returns on CC like it was prior to this update just so players have to think a bit more about how they use CC.

Limit Breaks either need to generate slower or become much weaker. Alot of them are fundamentally overpowered with the exception of like 2. This creates situations where it's difficult to coordinate counterplay around them primarily because you cannot directly discuss strategy with your team. If you're not going to let me discuss how to play around 4 nukes being shot at the team, then don't allow 4 nukes to be shot at the team every minute. Frontlines is borderline unplayable as a result of people stacking WHM and SMN on their teams and just decimating everything with AoE limit breaks at pretty much every encounter.

Seriously, not being able to actually talk in PVP is the biggest joke in this mode and reflects the dev's mentality a bit too much. It makes sense that PVP is unable to take off in FFXIV for prolonged periods of time because they lack the very spirit of competitive PVP. I don't care that someone had a toxic encounter in pvp, that happens in PVE too. This is by far the biggest sin of this mode.

There is so much more i could complain about like the map design on the volcanic arena being horrible because of the insane amount of walls leading to way too many Line of Sight scenarios or the Turbulence Hazard basically giving warriors limit break an additional 30,000 damage because you can only defend yourself from it with guard and the chocobo black feather can only apply to one person. With a bit of coordination, it'd be easier to play around everything i've complained about but because we can't do that. I've had to watch my team run in to the point and get decimated by limit breaks among other things and it's personally just led me to burn out because either you get a team thats skilled or you get a team that isn't bad but hasn't quite caught on to the general tactics of play yet and this is in the crystal tier. not even bronze.