I can extrapolate with my experience during the time. It's when I did tons of PF, and started really getting into job complexity.
To say Stormblood was a "not 2 min-meta" is a bit reductive, because there certainly was a focus on the 2 minute, the 2 minute burst DID exist. However, Stormblood also had many, many jobs with deliberately misaligned cooldowns. We're talking 90s, 180s, and more instances of job specific 40s, 45s, 80s, 150s, and other just...odd timings that were job specific. What this meant is that every player had their own little world they were working in, sometimes, jobs would cross over during the burst window. I had the most experience with Dark Knight, which was actually a job with almost ZERO direct burst oGCDs, only a gauge depleter. What this meant is that if you were a party that had buffs centered in the "1 minute burst" such as NIN, or AST, DRK/SAM/MCH/WAR or really any offensive resource spending job would tune their resource generation mid rotation to put all their big damage spikes in there, provided it didn't screw up their OWN burst window. If you have a team that centered in the 90s burst, so MNK/DRG/RDM????, jobs would adjust their resource dumping into there instead. You see vestiges of this in "phased" ultimates today, where resources and cooldowns are held in reserve in the end of phasing once a DPS check has been passed. Think DSR P2 into P3, or P5 into P6. Not using all your resources, so you can open a phase with a massive burst of damage.
So, in SB, you could have depending on your job, you might have something that looks like this.
0 - Opener with potion, lacking resources, but that's ok if you gain a usage
20-40s - Personal buffs/resource generation
1m - micro burst/heavy burst depending on party comp
1m 30s - micro burst/heavy burst depending on party comp/ALSO CRITICALLY A BACK UP BUFF WINDOW FOR PEOPLE WHO MAY HAVE DIED OR MISALIGNED
2m - usually a heavy burst, with things like Chain Stratagem
3m - 1 mins, 90s, and 3 mins meet up here again, good place to realign CDs
4m - 1 mins / 2 mins hanging out again
4m 30s - 90s hanging out again, potion is back up, but if the fight allows, IT CAN BE HELD
5m - 1 mins hanging out again
6m - THE BIG ONE, where everyone in the entire group can burst, with potion if allowed by killtime, if done properly, this is higher damage than the opener
7m - start of the new loop, but if you can gain damage, 90s can hold their last usage to line with 2mins again in a last ditch effort to kill the boss, or potentially gain time in speedkills
In Endwalker, once Trick Attack was moved off of the 1 minute, this entire, relatively forgiving system that was more about maintaining your own rotation gets devolved into a big conference meeting every two minutes. Your own "power moments" were removed or scaled back in effectiveness, and "the team's power moments" were GIGANTIC. Very low valleys, incredibly high peaks. And if you weren't there for the peaks, you are screwed, and you can't fix it.
0 - Opener, pot.
1m - personal buffs, if you even have them
2m - Burst
3m - personal buffs
4m - Burst
5m - personal buffs
6m - Burst, with pot
7m - personal buffs
8m - Burst
etc etc
That being said, Stormblood did have problems. We still had a bad WHM experience, we still had things like slashing debuff that made jobs like NIN and WAR even more desirable, on launch we had a few serious issues that needed patches, but by 4.3 it was mostly figured out. Then in 5.0 all that work was thrown away, when all we needed was more focus on fixing system issues in SB, rather than throwing away the baby with the bathwater in ShB, getting a new baby, and then throwing away the new baby as well as the entire bathroom when EW rolled around.
It's certainly easier to design EW compared to SB. But the combat, not the encounters, but the combat itself has suffered immensely, and I would almost say, has stagnated. Every single fight except for ultimates due to forced phasing plays nearly identical on a pure mechanical rotation execution standpoint because of this, and I ultimately think it makes for worse players because no one who is below ultimate can flex or tune their rotation depending on the situation or have an ability to demonstrate individual job rotation understanding and proficiency, since everything is shoved into 2 mins, and the rest of the rotation is dead space. I think it limits job growth.