I also do wish for more interesting mechanical rotations to play with, especially on rphys if only to give them a bone to gnaw at and make people cease defending job rdps segregation into two groups (dps jobs and 1% party bonus jobs). If anything, ironically enough, what they've managed to do in pvp and albeit it probably could gain from some polish, and also granted, benefits from a lot of variables that are present in pvp compared to pve, is actually pretty flavorful at least to me. I feel that the kits are coherent and all offer very unique mechanics no matter the job. Maybe they should take some inspiration from there, because it feels to me like they've kinda reached a terminus with the current pve system.

After removing more and more core gameplay facet from the game notably in shb (enmity management, party support and resource management, oversimplification of the general battle system) in order to focus on the only thing that they've painted themselves into a corner with (damage, damage, damage and more damage), because that's the only thing that truly matters now... Well it feels like they're just struggling to find new mechanics, too scared to butcher some jobs while butchering others instead of making them funnier, or just outright removing identities in favor of blandness (hello MCH). On top of this they keep following that slippery slope leading to potency creep with the new capstone ability that constantly has to be shinier and bigger and more nukey than the one from the last expansion, and we end up with silly stuff of 1200+ potency and then they complain that the crit variance over those is too damn high and harmful to the game (hello kaiten removal)...