There are currently two sources of RNG baked into job actions -

One is Astrologian's Draw, which grants either 10% damage, 2500 MP, or increase LB gauge. Maybe you only want the Balance just like the old days, but maybe that 2500 mp will save someone, or someone's LB will pop earlier and make a play. The difference in outcomes is fine.

The other is a 3%+ dice roll to win you the game, or at least heavily skew it when you take out 1+/5 of a team by getting lucky. It doesn't really matter if the other 97% of the time you're wasting your Analysis that would have been better used on Drill. It doesn't really matter if it's a 100% haha funny edgar reference meme skill - as long as it's possible for you to do everything right, playing ideally, and still lose because someone flipped a coin and got lucky, it shouldn't be in pvp.

Critical hits and Direct hits aren't possible in pvp - even the small damage variance on attacks has been removed. As far as RNG goes, this is about it.

The other two sources of instant kill effects, besides also being locked behind a limit break, at least have more reasonable methods of counter-play. Chainsaw's counter-play is... don't be unlucky? Don't have the gall to be within 25y of the MCH when they're chainsaw primed? Have a shield greater than 10k while being at near max hp? Burn your guard for a mere single skill in fear of the offchance you're targeted + Analysis gets used + it procs + they actually use it while you're guarded? It's a bit unreasonable.

Please remove this effect.

[I get that this is the nth post on this topic, but I'd rather +1 complaint posted for stats instead of just hoping they change it]