I'm posting this in the DPS section, but I feel it is just as relevant to all other jobs
It is undeniable that Endwalker has had its fair share of job design-related controversies between controversial reworks, job homogenization and the most volatile balance we have seen in a long time. All of this stems from a single source - two minute raid buffs.
Job homogenization and sustained damage
Regardless of your opinion on the PLD rework, it is undeniable that the job is less unique than it was in 6.2. The SMN rework was even more drastic - the job was essentially deleted and replaced with a completely new one in terms of gameplay. MCH has been neglected and as such is the last "sustainy" job left. It is consequently pretty bad in the current meta. Unfortunately, the only way I see this being fixed in current FF14 is a PLD-style rework, as any amount of buffs or nerfs will never solve the issue - it will either be too weak or too consistent.
That being said, previous expansions had way more sustained damage and this was never as much of an issue. The reason is simple - right now, a job either has the burst to fully take advantage of the two minute window or it doesn't. In previous expansions, while a sustained damage job could not fully take advantage of any one raid buff, it could decently utilize multiple raid buffs with different timings.
Damage Polarization
EW job balance is the worst it has been in a while. I only started in Stormblood, so I cannot speak about ARR or Heavensward, but this is the first time I've heard about a specific job (machinist) being blacklisted on a large scale due to low DPS. With so many buffs being concentrated in a single window even small differences in raw burst damage are severely amplified.
I honestly feel that the whole discourse around damage is a bit exaggerated, but there have been times such as P8S where it has mattered. Still, the devs do seem to care a lot about this, which is why they are making constant changes and very misguided ones such as kaiten removal. Balance would be a lot easier to maintain if most of the damage wasn't concentrated in 1/6th of an encounter's duration.
Misguided notion of accessibility
The original intention of making all raid buffs two minutes was to make raiding more accessible. In practice, this has not been the case. Dying at a bad time is now way more punishing, as missing out on one raid buff means missing out on all of them while completely misaligning any cooldowns with the burst window.
At the same time, it has removed all aspects of timing specific skills in relation to raid buffs. This has never been a requirement for casual content or even most pugs, but it was a fun bit of optimization for dedicated players which has now been severely gutted.
The two minute buff experiment has utterly failed and has become a massive detriment to this game's combat. It needs to die.