I would rather the job quests be integrated into the MSQ proper. Those solo instances never actually require the player character to do anything but DPS. Other NPC's will heal them. That is however the perfect place to actually have them. Otherwise make those "role play" instances where any other party member in the party gets to RP the other NPC's in that instance. It is somewhat annoying to have to drop out of the party to do the solo instances, and many players just choose to do them with a DPS role because when you do it as a healer it just takes 10 times longer (as it should if they are being forced to DPS.)
What we got in Shadowbringers and Endwalker was kind of a "here's an optional set of 5 or so quests that aren't actually specific to your job, just your party role." Why not just weave that directly into the story using what the player's job was in the previous quest completed. If the player doesn't want to proceed in the current job, they can switch by re-activating the last story quest with a different job. Honestly the endwalker healer quests... you barely did any healing.
I'm not asking that the MSQ revolve around the job quest, but maybe some direct acknowledgement within the quests, actually playing the healer role in solo duties, and not making the player character so quick to choose violence when they aren't playing those roles at the moment. Mostly what we get are a few nods or references.
One thing that is sorely omitted are how crafters even fits in the game. The MSQ goes along without acknowledging ANY of the crafting you do, only one offhand comment in the endwalker Alliance raid even mentions this. Story for the crafting jobs is just barely present, which makes you kinda disincentivized to play the crafting jobs for the story. I know there is no way to both be "the warrior of light" and "the crafter of sultana's music box" acknowledged in the story but please, when a story calls on "getting arms", "armor", "tools", etc why don't NPC's ask for your expertise in building something.