Honestly, I have an entirely different problem with the changes from "gauge increasers" to "ability unlockers": It feels like they're setting up the framework to either remove the gauge, or never add any other complexity to it, ever again.

Take RDM for example. In the past, the base function of Manafication was to add 50 Mana to both the Black and White gauges. Now, it gives three uses of your swordplay that do not consume your Mana. These two effects are functionally exactly the same (especially after the (welcome) changes to Moulinet that lines up its Mana consumption with your single target combo) as your swordplay is the only thing you can spend your Mana on. But there's no reason to take away this unique flavor of the Mana bars, or just give us the option to restore Mana when we're out of combat for whatever reason.

Across pretty much every job they've made a worrying shift toward making everything managed by buffs rather than by combos or your job gauge. So many DT capstones give "X Ready" buffs. It's frustrating, and makes me feel like they're paving the way for dumbing down resource management even more.

(BLM seems to be somewhat exempt from this, but probably only because their gauge is already a complicated mess. Did we really need a seperate UI element for Flare Star?)