First and foremost, dawntrail job design is boring.
Yoshi P has notably mentioned that there will be change coming to 7.2 to provide change to the jobs we currently have. But considering the changes they have done as of the 7.01 patch wherein they removed small optimization that both Warrior and Pictomancer can do, I can only harbor doubt over what it is they will really do. To add to that it has not even been a full month since Dawntrail releases and Yoshi P mentions in a lodestone post saying that they will address Vipers busyness by "improving" upon it via "easing direction requirements and changes to the effects of serval actions". If making a brand new job, that the community has not been able to test for even a month, easier is considered an improvement. Yoshi P stated that a game should have an element of stress, and while I do agree with his point that the angle in which they handle and go about implementing that stress is difficult, buckling down, stating directly they are "easing" a job is an "improvement" in their eyes, how are they implementing that stress? One may say that it's the fights that bring the stress.
The game specifically wants you to reclear fights since that is how you get gear in any content. You like a piece of glam from a dungeon? You go grind for it. You want the highest iLvL? As of right now, that would be through grinding the extremes and getting the iLvL 710 weapons & Accessories, while also grinding to get the newly added Allagan Tomestone of Aesthetics in order to get iLvL 700 armor. In just one week we will be asked to clear and reclear the newly added savage week after week to get our bis.
One issue is that once you have solved the content, well, it's solved. Reclears become something you just do in one pull and move on. There is no deaths, there is no stress, it's just go in, get the gear, get out move on to the next thing. As of right now I can't really think of a way they could address that aspect, but something that could help in making reclears not boring is if they had interesting job design. For instance the optimization from Warrior and Pictomancer that they recently removed. The hotly talked about and removed Non-standard blackmage where if you look at two players, they can have insanely different rotations, and yet yield similar damage. There is a lack of expression, everyone casts the same thing at the same times, once you figure out how your rotation lines up with the fight you just go on and do it on repeat for infinity.