RPR has some similarities to GNB in terms of playstyle. Instead of having an oGCD that 'combos' off of your GCDs, you have GCDs that 'combo' off of your oGCDs. It also feels like Enshroud is the natural evolution of the Gnashing Fang combo. I don't think that a job being 'resource-gated' vs. 'timer-gated' is overly important, especially when there are no real random elements at work in most fights. When you know a fight well, your GCD-by-GCD play will have next to no variation, and even if there are 'branching paths' in the fight, you'll still automatically end up memorizing all the individual branch possibilities as you work through them. I found that I enjoyed GNB a lot more after I played RPR, simply because it captured some of the 'feel' of the job (although you won't capture the pure freedom of Ingress/Egress on another job outside of maybe NIN, and even that's a stretch).

Where they differ is that RPR has the option of deferring the smaller 60s burst and adding it to the end of the 120s burst. Ordinarily this gives you no additional benefits because you can only fit two Enshrouds into Arcane Circle, but this can be situationally beneficial if you're entering a potion window or a buff mechanic like Everburn. The thinking around rearranging your burst windows and how you pool your resources is possible due to having an appropriately large resource capacity, and it's something I'd like to see more of going forward with future resource driven jobs.