Lack of vision, confidence and "throwing things at the wall to see what sticks" might as well have been the tagline for the whole expansion. Not just job design either, when in a recent interview Yoshida said he's not surprised the story was poorly received and previously during fanfest said they have no concrete plans for the future of the story and it will depend on player feedback.
Back to jobs, the lack of vision really shines in the changes to Dancer, minimal as they are, yet impactful in all the worst ways.
In DT almost all jobs were changed to provide a free use of their resource spender, instead of simply giving the resource (eg. RDM's Manafication, RPR's Plentiful Harvest). A simple, yet great change to avoid frustration due to overcapping and wasting resources.
In the very same patch, they make Dancer's Tillana give 50 gauge... Something it never did before... During DNC's burst window... When they are literally swimming in endless gauge due to party members using their own abilities gives DNC 10 gauge a pop... WHY??
In DT, Dancer has so many mandatory GCD abilities that must be fit within the burst window. You have no time to do your standard combo (aka fishing for oGCD feather procs), slowing down how the job feels to play, due to less oGCDs being used. Top that with the Tillana change it makes the job feel way more rigid, as ideally I'd delay Tillana until after a couple of Saber Dances when my gauge is very low.
From free flowing and fast paced RNG job to rigid and a bit slower... Dancer -_-
This wouldn't have happened if the people designing jobs talked to each other, as clearly someone on the team figured out the issue for RDM, RPR, etc, but somehow the guy designing DNC had no clue about it.
At the moment the whole game feels like there's no grand vision or plan for the future. Every dev is just doing whatever independently, while the manager is traveling the world giving interviews.