Thorough post as usual, Eorzean. Thank you for laying everything out so nicely.
Regarding the suggested changes:
- Euthanize Dragon Sight or rework it to be actually interesting. At minimum, even with <mo> fixes, that'd require putting on a different CD from Battle Litany.
- Yes to swirly blue on Lance Charge -> Blood of the Dragon, though I'd prefer it not be quite so large/opaque as the original form.
- Yes to the Geirskogul change towards a gauge spender. It'd allow us to give it, in effect, a second charge without both charges being spent instantly into the opener, since High Jump would remain unbankable. However, perhaps just give Jump the full 50 gauge, allowing us to bank/play around with Mirage Dive a bit more.
- Personally, I wouldn't mind getting rid of High Jump as a basic animation-locked ranged attack and replacing it with, say, an oGCD that simply launches you seemingly up (off the field) and greatly increases movement speed before either blink-striking to an enemy via a targeted GCD attack (upgraded into a dive variant) or hitting Jump again to descend for AoE damage (when hitting enemies, else a brief bonus Movement and Attack Speed if hitting nothing). Complete with i-frames against melee attacks, of course. That'd provide actual mobility rather than an awkward "let me take ALL the AoEs" pogo-stick ranged attack.
- Don't make Mirage Dive automatic. Instead, give us reason to desire to leverage the 15 seconds' control on it. Do spruce up its animation, though. The DRG's screaming-backache animation isn't terribly appealing.
- I'd recommend against the Dragon Fangs design, as it can make Nostrand feel spammy (all three unloaded within the first GCD).
Personally, I'd rather keep the timer and turn Life of the Dragon towards HW-era Blood of the Dragon, but centered around Nostrand instead of Geirskogul. You'd have a new, separate Life of the Dragon key which converts into Stardiver. Jump skills' damage, including Stardiver's, increased while within LotD. Each Gierskogul used prior gives you, say, 14 seconds' duration of LotD, while each Dragon skill (WT/F&C) used within generates, say, 5 seconds' duration, to a max of 40 seconds, and each Nostrand consumes... 10 seconds. (Spitballing here.)
Entering per minute, you'd typically have just enough to pop, say, 2 Nostrand immediately without dropping Life of the Dragon so long as you enter just before Dragon skills. You'd generally then have the option of trying to get a Nostrand off of 1 seconds duration (it consumes, but does not require, 10s, after all) or riding LotD all the way to your next Jump, then dropping it via Nostrand so you can begin again building up (the next) LotD's duration. Stardiver would stay for up to a minute of activating LotD, even if LotD itself fades.
Hell, go ahead and give it some fun further advantage, like increased movement speed and movement range, while we're at it.