I dread the rework. The main reasons stated to change the job is that the 2-minute windows are too busy and that they don't know what else to add to it because they feel it's complete.
While burst windows are busier than ShB, it's mostly extra 3-4 buttons under standard circumstances: one Spineshatter Dive (SSD), one Wyrmwind Thrust (WWT) and 1-2 Life Surges (LS). A direct result of the addition of charges to the older abilities and the very welcome new oGCD generated through GCDs.
However, what makes burst windows a bit tight is the fact that Battle Litany's duration was reduced to 15s. This means that nothing can ever drift, as otherwise oGCDs will start getting pushed out of one's or others' buffs. Geirskogul being an ability that always drifts due to it being unable to be queued at the end of Life windows translates into your oGCDs to slowly be pushed out of buffs. This takes some time to happen though, and most encounters have downtime that will counter it but it can still be a hassle, especially since you really want to mash the GSK button at the end of the LotD cycle.
I don't think having to double weave oGCDs for several GCDs is so busy that it requires a change. Plenty of other jobs do similar, particularly GNB and DRK. The machine gun style of 2-min bursts has made DRG even better in EW and it should stay. Reducing the number of oGCDs will make every burst window look like ShB ones or EW 1-min bursts: they will feel kinda skeletal and lacking.
There should be a job play style for everyone and DRG is quite unique in that sense as an oGCD-heavy melee DPS.
What they could do is alleviate the tightness in some ways, such as increasing Battle Litany's duration for the DRG only (party stays at 15s) and eliminating the inherent drift of GSK.
The job still has plenty of room to grow and improve. Most if not all jobs are already reaching their button and/or action limit, this is not exclusive to DRG and even RPR suffers from it due to the many AoE duplicate actions the job has.
I have made suggestions on what could be added in previous posts (such as this one: https://forum.square-enix.com/ffxiv/...=1#post6248231). The developers just need to be creative and try to add more elements to the flow of the job's rotation without making it overwhelming. For instance, giving purpose to those actions that feel lacking such as Dragonfire Dive (DFD).
So yeah, I dread the rework because it will likely and yet again strip even more complexity from the job. It would probably imply a removal of some positionals, a reduction of the 10-GCD string (e. g. Chaotic Spring becomes a 30/60s cooldown), a reduction of oGCD usage (e. g. DFD sharing a CD with SSD or High Jump and thus becoming the "AoE jump"), a transformation of the LotD gauge into a copy of Enshroud, etc.
These changes would be boring and bad for the job and it's not guaranteed that we'd at least get something similar to optimal drift MNK. All jobs should have the skill floor reduced but their ceiling increased so that they're desired by everyone. However, the rework will likely just lower both.
While DRG still retains some complexity and skill ceiling, it's far from difficult: you press everything on cooldown and that's it. It has to be done as perfectly as possible to perform well and it requires practice but unless downtime* is involved, only positional management (fight dependent) and LS/WWT usage require a bit of thought.
*Speaking of downtime (and encounter specifics such as 2-target availability), it's practically the only thing carrying job skill ceiling and optimization right now. Dummy fights become boring fast DPS-wise but that's a different topic.
The 2-min meta has been a good idea, despite the memes and negativity. The playing field is now even and it allows all jobs to have similar potential, unlike ShB where some thrived (2-min jobs like SAM, NIN, DNC) and some didn't. Jobs are fairly balanced even if there's still problems to address such as caster balance, p. range identity and so on.
However, following the idea that the most important damage window has to be the 2-min for everyone is limiting their design: why can't we have jobs that are very good at sustained damage, some that are very good at burst, some in between?
We do have something similar to this right now (e. g. tank damage distribution) but I feel like they should expand on it while keeping balance (i. e. overall same damage over N amount of minutes). That'd give them more freedom and avoid jobs feeling so similar to one another.
TL; DR. The rework is worrying. If DRG has to be changed, it has to be for the better and not to reduce ability usage or skill ceiling just for the sake of it. Expand and give a purpose to those abilities instead of pruning or limiting them.