Just a suggestion regarding job gauges. especially ones that are very skill focused like viper and monk.
The ability to invert the gauges would be very nice
monk: opop opoo's fury on the right side instead of the left.
Viper: swap the left and right blades for their corresponding skills. e.g. Steel fangs and it's corresponding tree of skills highlight the right side instead of the left.
This is mostly to not confuse players, who set up hotbars in a different way than you want them setup.
e.g. If i press Dragon Kick, from button 3 and it highlights the job gauge on the left side. Where if I Demolish from button 1 (left side), it adds the orbs to the opposite side. Which unless everyone sets up their skill bars exactly how SE wants them done, it can either confuse or fully nullify the job gauge entirely rather than letting it be a benefit.
It's made it entirely so that I cannot use monks job gauge for the job itself, as my keybinds are in a different order and trying to do mental gymnastics of reversing the gauge on my own. With viper, the spam skill ends up on 2 instead of 3 (Dread fangs is used less frequently, but for the job gauge I need it on the right side and not the left which is the natural place for it to me. as it's used much less frequently). I can guarantee that will cost me a lot of damage over time as I press 3 for my spam skill habitually, but also can't move it relative to steel fangs due to how the job gauge is forced a static direction. as years of muscle memory will have me press 3.
side note 1: it's likely been suggested but I'll mention it again just in case. It would be nice to allow us to separate out vipers skills and/or change the paramters for what skill turns into what. I play melee often enough, but have my flanks and rears often in specific spots. where viper forces me to have muscle memory for rear and flank both on the same 2 buttons.
side note 2: reawaken. . . most other skills that are rapid fire like this, paired with an ogcd weave, are limited to only a couple of skills. (gunbreaker, paladin, reaper, mch) Similar to the issue old summoner had where the skill evolution was in an akward spot. In this case I'm referring to hunter and swiftskin coils being part of the reawaken gcd's. Not quite as bad as summoner with tri-attack but similar potential issues conceptually. This could be solved partially by letting us separate them out or choose which skills evolve into them during reawaken. Enabling players to adjust their hotbars in ways that suit them, instead of being pushed in a very specific direction.