Posted this on another topic but seeing as you've made this new topic I"ll place it here to, perhaps you could extend these ideas to the develop team.

Seems there are 2 ways they could go about adjusting MRD/WAR.
The first concept I thought of as they were making changes to Steel Cyclone is to create 2 different combo boost based on which stance you currently have active. Keep the Rampage combo as it is now but make the Berserk combo this:
Steel Cyclone: Combo: When Berserk is active resets effect to increase radius and dmg, increases recast by 15 second

Another thing they could do is add a job trait bonus to berserk:
Absorption: Increase TP gains when hit while Berserk is active. (TP gained is based on how potent your Berserk effect currently is) So 25% potency could be a 200 extra tp gain, 50% 500 and 100% 1k extra TP gain
or
Berserker: when hit while Berserk is active have a 50% chance to gain an ATT boost for 5 seconds
or
Steady Wind: While Berserk is active the recast time of "Whirlwind" is decreased based on potency of Berserk (25%=10 seconds 50%=20 seconds and 100%=40 seconds)

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It is true that when you compare Power Surge with Berserk Power Surge definitely holds the edge. The issue I see is that before LNC/DRG's main gimmick was the ability to follow through with missed attacks because their Weaponskills had low acc. Because of this low accuracy the idea would be that Power Surge would be harder to upkeep because of missed weaponskills or jump, but seeing as the ACC down has been removed from all the WS I believe it makes it that much easier to keep Power Surge up.

The dev team can do one of two things in this situation. They could either gimp Power Surge or alter Berserk to make it more useful. Rather than Berserk reset from getting hit, Berserk should increase you potency as you get hit more which would make said ability useful in a scenario where you are fighting mobs with AOEs.

Logically speaking the aspect of getting hit while Berserk is up and losing your potency doesn't really make sense in the concept of what a person who's Berserk would act like. A person with a Berserker like state would only feel more antagonized by the foe and want to hit them harder while they sacrifice more and more of their defense to deal more and more dmg. As a limitation you could add the concept of having any weaponskill limiting the potency of Berserk in the essence of "releasing rage" through weaponskills while whirlwind would still release all the pent up rage but all Weaponskills would reduce berserk potency for each use.

Though it also sounds like they plan on changing a lot in 2.0 and making battles faster, wonder how much will actually change from the battle system we have now, since it would be a tad annoying to have to adapt to a new battle system after growing use to this one XD.