Adding to the chorus of dissatisfaction in the wake of Patch 6.21: I'm writing to try and outline issues with how jobs in the DPS role are currently balanced; specifically how the encounter design throughout Endwalker has effected job performance and the issues it's caused. The focus will be tied mostly to Savage and Ultimate content released this expansion since these are the spaces in the Endgame where optimal play and party composition have the strongest effects on party success.
The Current State of DPS Balance
The following box plot illustrates the spread and skew of overall rDPS for several thousand successful boss kills within Abyssos (Savage) between Oct. 31st and Sep. 14th (today). For those who haven't heard of the term before: rDPS is a metric where additional damage created via party buffs is mathematically attributed to the player that provided said buffs.
The boxes show the bounds of the lower and upper quartiles of performance, the whiskers show the lower and upper limits, and the dots show extreme outliers in performance. Essentially: the boxes represent the performance of the average Savage player in that job while the dots more or less represent its maximum potential.
From this we can see that a fairly significant gap in performance between the melee and ranged jobs, save for Black Mage which bridges both and has the widest performance gap in the game. Red Mage and Machinist in particular are extreme underperformers, with the former having some of the lowest average damage output in the game amongst DPS jobs and the latter having the lowest maximum potential damage in addition to having no extra situational utility and less overall mobility than Bard and Dancer, the other two jobs within the Ranged Physical category.