^ This. Again, in an of it self, the actions look good on paper; but in practical situations, dnc falls short just about every time.
For example: A good NIN is going to slip behind enemy lines to pressure any ranged/caster. If it's a DNC, the ninja has a multitude of options from 5-25y including 2 stuns that do 8000 each (all potency includes Bunshin), a massive single target melee attack (16000+6000) in assassinate and a ninjutsu that can hit for 16000 from 25y either coming in or on the way out. With mug up, its 50k+ potency and 4 seconds on CC. Granted, with 4 charges of En Avante a DNC should be able to get in range, but between CC and the vulnerability this creates, it's difficult to mount any sort of counter of substance. With no form of CC outside of LB, DNC has essentially no tools other than dashing away to mitigate any of this. BRD & MCH have a multitude of CC (KB, Heavy, Stun, Bind & Silence) to at least slow the assault, but a DNC best tool outside of burning limit is to increase their defense 10%..?
My heart bleeds for people that mained DNC before 6.1. Don't get me wrong, I love the idea of each job having their moment in the sun. I was a huge fan of Super Streetfighter 4's template of making tweaks every few months to make each character shine. But I don't every remember any one of them having such an overt & tangible deficit in their kit. I think SE could learn a thing or two about job tiers in PvP via the ssf4 model. Hell, at the least, make dance partner an actual asset again =/