To an extent, yes.
Is job identity and homogenisation the same thing? If I were to guess, they are different concepts, however, they do overlap. You could in theory give jobs an 'identity', but have them still be homogenised.
But then the question that needs to be asked is, what do you mean by identity? If it is just that they play differently, then jobs already do. To me, that statement Yoshi made was more using a word the community is using to show their displeasure with jobs. 7.0 is the encounter reworks and 8.0 is the job reworks, or 'job idfentity'.
When we talk about defensive kits and by extension healing kits, we also have to talk about encounter design as well. Going with the philosophy that every tank combination and at minimum 1 'pure' and 1 'shield' healer, you now need to design an encounter, including damage profiles that still allow the kits of the jobs to be effective. To give a basic example, if I have 2 tanks, one their defensive is on a 1 minute cooldown, and the other their defensive is on a 2 minute cooldown, you cannot make a boss that tank busters you every minute, otherwise you necessarily prevent that second tank from clearing. By this, tanks need to have similar defensive kits. Now, except Rampart, all defensives are different. Damnation is different to Shadowed Vigil (Regen over Excog). TBN has different considerations to Bloodwhetting, Dark Mind and Thrill of Battle, different. Each pair has the same purpose, but different effects. I would say this is a necessary evil.
As for rotation wise, WAR has 2 combos, DRK only has 1, they have different methods of keeping their damage buff up, Inner Release and Delirium have different considerations before use, DRK has to manage MP during burst whereas WAR has nothing.
For healers, I'm not a healer main and it is by far my weakest role to play. However, they have the same considerations that tanks do. They need a minimal kit in order to heal. This doesn't necessarily mean they have to be the same and they are more free to mess around with healing patterns as they are less rigid in what they have to do. As I have stated, tying healing kits and DPS kits together to make the job feel more tied together, rather than being separate sides, reducing the range of some actions, like Sacred Soil and Kerachole, so that their individual ranges and where they originate from actually matter (imagine a mechanic where you have to spread, a Sage can use Kerachole, the party can spread and still have the effect, whilst SCH cannot do the same with Sacred Soil, as you would be outside of its range). I'm sure there are healers with their own idea who would be far better suited to talk about this though.
I don't know, that's why I asked the question.
I said you can have raid buffs, as long as you can keep them up permanently. Bard can have a permanent damage buff for the whole raid, Dancer can keep it on the one person (there might be issues where you could theoretically swap the dance partner between DPS as they burst. Might be too much which would mean it is a choose at the start and you cannot change it mid combat), and MCH can debuff the boss so the party can do more damage. This might cause groups to take a BRD and MCH as the raid buff and debuff would stack, but just throwing ideas out here.
So no, I don't think it would kill an entire job identity. If you want to be someone who buffs jobs, you play a job that buffs the raid.
You quite literally proved my point. You focused on the 60 seconds and 120 second buffs/debuffs and simplified the burst, all whilst ignoring everything else, including the differences in filler and how the rotation operates, how you approach the burst windows and how you actually perform the burst windows. As for the 90 second action, Ninja can take Phantom Kamaitachi into the next burst window whereas Monk cannot bring Wind's Reply into the next burst window. Then you have the actual actions themselves. 30 seconds to use 5 GCDs, which still allows you to disengage, reengage and still ge the full benefit from it as opposed to Monk where, if they disengage, they lose potential from it.
I think I stated this is the last topic, but I will state it again. Your issue is not that they jobs are/play the same. Your issue is that they all have the same framework. Having the same framework does not mean the jobs are the same, but it does limit the creative space they can use. Your issue is the 2 minute meta and that all jobs are focused around that and not the jobs themselves.