Most of the classes in FF14 all do the exact same thing. They have different flavours but in the end they accomplish a precisely identical goal... I'm really not a fan of this.
Red Mage is one of my favourite classes, because they can resurrect a lot of people in a short time. This isn't terribly exciting, and it's not something you should need to use, but it's one of the only examples in the entire game of a class that can do something that no other class can accomplish.
Paladin is my main. It was actually the last tank I leveled because it was the least in line with my usual aesthetic, but I wound up enjoying it the most. This was because I could do two things that no other tank could do:
1: Spam heals to keep myself and/or others alive in an emergency, at a huge cost to my DPS. In an ideal situation this will not be used, but they're the only tank that can do that. Like Red Mage's resurrects it creates many fun, exciting moments that I will always remember.
2: Have a ranged phase that allowed me to still do high DPS outside of melee for a limited window. I very much enjoyed learning a boss' patterns, planning out my cooldown windows, and being rewarded for this planning. The spell combo is cool but what really felt satisfying was knowing that I had made an unconventional decision, with an unconventional tool, to accomplish something, while my off-tank was off spamming Unmend for 5 GCDs.
That second thing is all but gone. The spell combo has been reduced back down to 5 casts at most, but much more importantly, with Fight or Flight now designed to be used alongside it, it's extremely infeasible to shift your spell combo in your rotation at all. It was already a significant DPS hit to do so, but it has been made so much worse, after already being made more significant in 6.0. I think they should have given MORE freedom in when you use this combo, not less, to further encourage this unique thing that Paladin was able to do. In trying to make sure that every class fits a uniform 120-second cooldown window, everything is being reduced to a coat of paint over the numbers.
I wonder who actually likes this? I will keep playing this game for the foreseeable future because I love the story so much, but almost all significant changes to classes and the overall combat system, since I started playing in 5.0, made them less interesting. Whose feedback is being used? What metrics are being looked at? It's very, very confusing. I don't know a single person who thinks that Paladin's rotation becoming more rigid, and the spell combo losing its purpose as an actual strategically-employed ranged phase, is a good thing.