Now, to look at AST.
One issue with AST is that a LOT of its rotation isn't GCD. That is, as far as I can tell, for most/all of AST's history, it's only had one spamnuke and one DoT, and was actually the pioneer of this playstyle/rotation. Further, what it lost is hard to actually put a value to in a rotational or gameplay sense. "2.5 less Aero 3 per minute" is easily quantifiable. "No longer have nAST" is...not. I mean, it's obvious to SAY, but think about trying to explain, in "math" "lost nAST". It's not a rotation, it doesn't have uses per minute, and so on. It's an entire playstyle more or less just "gone", but it's not something that can be quantified into hard data to make comparisons with.
I'm not quite sure, then, that I can treat AST as I did the other two above. But, we can start by looking at its DPS kit and then talking about the other changes in more...qualitative terms. And I think that's really the way AST changes have to be looked at. WHM and SCH CAN be looked at quantitatively, but I think AST is kind of a qualitative thing. "It still has 6 cards and you use them one more time per minute", "Yeah, but they all do basically the same thing, you can't convert them into buffing the next one, stock one for later, readily redraw them, or convert them into a Minor Arcana" (and all this being oGCD, btw!)
Stormblood:
Malific III - spam nuke, 1.5 sec cast (only one in the game at the time) allowing oGCD weaves. Upgrade path from Malific I, II.
Combust II - Instant cast, 30 sec duration DoT (same as now)
Gravity - AOE spam nuke, only Healer AOE with a range, though required a target and was weaker than WHM and SCH AOEs.
(oGCD...I think) Lord of Crowns - Random 50/50 result from Minor Arcana, itself taking one of your buff Cards and converting it into this. Use was highly RNG, locked behind both the Draw timer and contingent on you getting a Card you really didn't want and further behind the 50/50 chance of getting this or Lady of Crowns instead. Not a reliable part of the rotation.
(oGCD) Earthly Star - 60 sec CD, largely used on CD for the backbone scaffolding of your healing plan for encounters, the damage being an extra bonus. Included for completeness, but shouldn't really count as a DPS ability in this sense, as while used on CD like Assize, it was used for the healing component, not the damage component, which would be seen as the bonus rather than the feature (opposite the way Assize is viewed)
This is basically identical to AST's damage kit today, other than Lord of Crowns is a 50/50 on a 60 sec CD (not based on Draw and getting bad Cards). Malific, Combust, Gravity, and Earthly Star work the exact same way and are used in the exact same ways today, complete with the exact same cast times as far as I can tell other than Gravity going from a 3 sec cast to a 1.5 sec cast.
A lot of what has changed on AST ultimately comes down to the Cards/Arcana.
I didn't mention it with SCH, but a lot of its oGCD non-damaging kit has stayed the same. That is, Selene, Shadow Flare, and Bane were dropped and Energy Drain nerfed, but otherwise their oGCD kit is MOSTLY the same. In WHM's case, theirs largely is as well - Divine Seal replaced with Temperance, some stuff like that, but mostly it was some CDs got a bit shorter and that was about it.
...in the case of AST, it had two sections of its oGCD kit, and both were large. We can call these "General Use" and "Card" oGCDs.
General Use oGCDs:
Lightspeed - Like today's, it still reduces cast time today, but doesn't reduce MP cost like it used to (not that AST needs it at this point...), shorter CD today (90 instead of the original 120 sec)
Time Dilation - 90 sec CD, extended positive buffs on a single party member for 15 sec. Could be used for Card buffs, but also things like Collective or Aspected Benefic...or both on the same person for ridiculous HoT power. One of the more interesting abilities in AST's kit given the various ways you could use it.
Collective Unconscious - Used to be 90 sec CD, now it's 60.
Celestial Opposition - Used to be an AOE Time Dilation instead of the damage-less Assize or kinda/sorta Physis it is now. Oh, and that even worked on Lucid Dreaming. Crazy, huh? 120 sec CD vs today's 60...but seems worth it.
Diurnal/Nocturnal Sect - We all know more or less what they did. Today's AST is ARGUABLY a dAST with benefits, as it has some nAST abilities, though arguably some it gained in ShB already (via Neutral Sect). As I said before, it's REALLY hard to QUANTIFY what this did for AST. You weren't actively switching stances, and it wasn't a GCD, nor did it really have an effect on your GCD gameplay much other than slightly altering how you might use some spells (dAST Aspected Benefic was an instant cast Regen so could be used with movement where I think nAST's was a cast time Adlo...though I don't remember for sure). Anyway, it's one of those "can't put into numbers, but clearly was a loss when removed" things.
Card/Arcana oGCDs:
Draw - 30 sec CD vs 20 of today, and it didn't have stacks back then AND Draw didn't go on CD until the Card was used in one of various ways. But...
Arcana Card Buffs - 6 total: Spire (TP regen for 15 sec), Ewer (MP regen for 15 sec), Bole (20% damage reduction for 30 sec), Arrow (10% haste/speed - casting/weaponskill/recast for 30 sec), Spear (10% crit for 30 sec), Balance (10% damage increase for 30 sec). Needless too say, people generally fished for Balance. BUT, there was more to Cards than just Draw and Play...
Undraw - Just like today, when you learn this ability, the correct action is to remove it from your action bar. Back then you could even simply right-click the Card buff to dismiss it. Wonder if you still can...
Royal Road - This is when it starts to get interesting. 15 sec CD, Royal Road will consume your held Card without buffing anyone, BUT it buffs the NEXT card you Play. The buff to your buffs ("Yo dawg, we heard you like buffs...") depended on the Card so consumed: Spire/Ewer (next Card effect is now AOE, but half duration; this is where Celestial Opposition could be VERY powerful...), Arrow/Spear (next Card effect will last twice as long), Bole/Balance (next Card's effect will be increased by 50%). Note you could only have one Royal Road effect primed at a time.
Empty Road - If you like how useless Undraw is, now you have TWO of them! /insertPhantomMenaceMeme You could ALSO dismiss that buff by right-clicking, making this a wasted hotbar space unless you were exclusively a controller player.
Spread - 30 sec CD, Stocks a Card for later, letting Draw go on CD to get a second Card. This was Draw charges before there was such a thing as charges. If a Card was played from Spread (by using the Spread button again), it would consume any Royal Road effect you had, so you could kind of set aside a "good" or situational Card until a situation came up to use it (e.g. Bole for a tankbuster) or until you had a Royal Road effect up that you wanted or a burst window you wanted to put it in, etc.
Undraw Spread - Did I say TWO? I meant THREE.
Redraw - 30 sec CD, again, charges don't exist yet, used to toss your currently Drawn Card and picks another. The replacement will not be the same Card. Doesn't work on (or seem to affect) the Spread Card, meaning in theory you could have two of the same Card ready to go, I guess? Note that the CD matches Draw, meaning you get roughly one shot per Draw to change the Card (same as today).
Minor Arcana - 5 sec CD, only works on presently Drawn Card, not Spreads; consumes Drawn Card and draws a Lord/Lady of Crowns, 50/50 chance. Lady AOE heals, Lord AOE damages. From the author of that document: "Useful for ditching trash cards, but quite situational." To use this, you'd need to not want the Card you have Drawn for either Royal Road OR Spread, basically, and have already attempted Redraw. Laughably, the Minor Arcana button was also how you played the Card (just like Spread), and they made them separate in EW until 6.2 or 6.3. XD A case of "You had it right IN THE FIRST PLACE", huh?
Sleeve Draw - This one is nuts. 120 sec CD, what it did was fill any AND ALL currently empty slots on your AST Job Gauge. That means if you had a Drawn Card, Spread Card, Royal Road effect, and Minor Arcana...this would wiff. On the other hand, if any of those - or ALL of those - were empty, it will fill them with a random effect. Even if all of the corresponding abilities (e.g. Draw) were on CD at the time. Sleeve Draw didn't care, it was CRAAAAAZY. It would do whatever it wanted. So it could be amazing or trash. As I again didn't know much about AST then (more now, but still hardly an expert), I'll quote the author to give you an idea how crazy this thing sounds like it was:
.Fills any empty space on your HUD. This means it’ll give you a random Draw card, Royal Road effect, Spread card, and Minor Arcana but will not overwrite any of these currently in your possession. It does not care about the cooldown time of those abilities, and given most of them go on CD when you use the card they correspond to in your current situation, it means you can draw more cards than you’d normally be allowed to. It is very useful but is so random that it can be godlike or trash. It is tricky to use. I would recommend using this skill as often as possible, and if possible with an empty Royal Road, an empty Minor Arcana, a good Spread card, Draw on CD and Redraw available. A good Royal Road, empty Minor Arcana, empty Spread, Draw on CD and Redraw available is also a decent strategy. More on that in section IX - C.
SO...
...now that we got through all that, what's changed?
Well, for the General Use oGCDs, some nibbling around the edges, but the Card system is a husk.
Draw still exists, Play still exists, Undraw still exists (HOW?! WHYYY?!?!?!), and Redraw still exists. Redraw and Draw still have a 1:1 ratio of one Redraw per Draw on average, and Draw stacks to 2, kinda/sorta mimicking the Spread effect, but without you having as much choice in what the second Card is (before, you didn't EXACTLY have choice as it was still RNG, but you could choose what to Spread). So those are the parts that are MORE OR LESS the same.
Minor Arcana still exists, but is now a stand alone draw/play effect of its own, and doesn't consume the...more valuable?...buff Cards. In a way, this is PROBABLY an improvement.
Royal Road is gone, so there's not a good way to make useful fodder out of the less useful Cards. Especially now that Minor Arcana doesn't do it, either.
When people say "All Cards are now Balance", they aren't kidding. 5 Card effects, 3 Royal Road effects, all gone.
And Sleeve Draw - the high roller button that, good or bad, gave you a full slate of buff effects to start slinging; up to three (2 Cards and 1 Minor Arcana) and the first of those Cards with a random one of the 3 Royal Road effects.
.
That's a lot, considering how much pressing all those buttons would interfere with your other stuff going on. You were spamming Malific same as today, but in between those Malifics, that's a lot more brainpower used in considering which Cards to keep, which to play, which to covert, which to burn, and which (if any) to simply throw away. Including the Undraws, that's at least 9 Hotbar spots devoted entirely to Cards. 6 if you ignore the Undraws.
Granted, this was before Seals and Divination (ShB) and before flat Divination with Seals and Astrodyne, but there's a lot more brainpower going to all that.
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I think AST is less a case of "DPS kit" or even "Number of unbroken (by GCDs) Malific casts" and more just "lots of other things going on in the oGCD department to keep the gameplay busy, even if pressing Malific like a metronome."
Again, this one's a lot harder to work out because the changes are far more to the oGCD game and its complexity than anything else. If anything, it's DPS kit is SLIGHTLY more involved, if for no other reason than Lord is going to show up a bit more frequently in EW than you might have had it in SB. But it's close enough to be identical.