A lot of people take issue with how similar jobs feel and while I personally dont share that experience as much as others (I'm also not that good at the game) there is no doubt in my mind that this is a trend we are seeing. Now what would be the purpose of said trend? Especially the 2 minute burst window seems to be something of focus point that the devs are designing around, not only with jobs themselves but also with the raid design.
Well the obvious answer should be job balance. Naturally you make your time as a dev tasked with balancing easier if you make the jobs all very similar to each other, right? And yet job balance is very much not good right now. Paladin and Warrior are in much worse places than Dark Knight and Gunbreaker. Double melee combos beat out triple ranged by a lot. But that goes against the dev's goal of keeping every job viable. Skill level should matter far more than job choice.
Could it be that in an attempt to make balancing easier for themselves, they've actually just made it worse? If a fight isnt just designed around 2 minute burst windows and full melee uptime, you leave groups with (jank) ways of optimizing. Potentially enough to make up for slightly lower impact jobs on tight dps checks. If you have to work for your melee uptime, less damage on the ranged jobs is justified.
However if it is like last tier where bosses are either forced to stay middle or there is no reason to move them because of their giant hitboxes, you get fights where you have basically full melee uptime for free.
I recently experienced kefka savage and noticed how different that fight was in that regard. You rarely got uptime for free during mechanics, the hitbox was very small. This was a for fun group doing it on MINE and due to potency creep the dps, mit and heal checks were pretty obliterated. But still it felt like a completely different design philosophy compared to the likes of asphodelos.