Removing raid buffs is an all or nothing solution that does not actually fix this problem. Let's take NIN for example. Ninja's rotation would barely change if Mug were to be reworked be a generic attack, and that any potential potency that it would provide as a raid buff were to be converted into raw potency, and spread out across the rest of its attacks. Ninja's rotation will still revolve around building gauge, and saving cooldowns for Trick Attack windows. A complaint that I hear often about Ninja is that its rotation is kinda boring until Trick Attack windows. Jobs like GNB, and DRK have the same rotational goals as NIN, and they don't have raid buffs, and they receive similar complaints as well. So if we want to completely remove the playstyle of 'do nothing until a buff window' then all damage increasing buffs would have to be removed including self buffs like Trick Attack, and No Mercy, and single target buffs like AST cards or DNC's Closed Position. This playstyle would persist even if bursts, and buffs were varied because it just moves the goal, and not the process to get there.

I don't hate the standardization of buffs, and bursts, even as someone who tackles high end duties, but I agree that burst focused damage profiles, and unsatisfactory jobfeel are problems that are intertwined, and need to be resolved. I think most of the solution actually lies in improving filler damage of most jobs. Filler damage takes up the majority of the moment to moment gameplay of a job's rotation. I think jobs will feel a lot better if complexity, and potency were more evenly distributed instead of being confined to burst phases. Jobs need fun valleys, and not just fun peaks. I think such changes would be possible even with homogenized raid buffs. To quote Doom composer Mick Gordon "Change the process to change the outcome." I guess this puts me on team rework. lol