HF and HB- Enhanced flare was removed because people were cheesing flare stars on single target using flare. HF and HB also got potency nerfs. Since these spells are significantly less PPS than flare and they don't buff flare anymore they're redundant and useless. The current aoe rotation feels awful and cheese compared to the thoughtfulness of the EW aoe rotation. I used to get excited about using manafont and ethers to get extra flares in the rotation and now flare is the entire rotation. its been 8 months and the best that SE can do is to make the HF HB situation even worse.
Instant Casts- Despair and paradox were both made instant cast to loosen the timing with Astral Fire phase to make it easier for people to stop astral fire from dropping. These changes are pretty neutral imo. The paradox one throws off timing going from unsynced to synced content, but gives a mid rotation window for weaves. Despair being instant takes away a little bit of the turret mage identity, but doesn't break anything.
Sharpcast- I kinda understand why they did it to remove extra buttons and move the effects to other spells, but I still dislike it. Removing sharpcast takes away another decision that has to be made by the player. In EW you had to think about whether to use sharpcast on firestarter or thundercloud. You also had to find space to weave in the ability as well. What is the point of even having thunderhead? Just make high thunder a regular cast since its always available. Having sharpcast in the game gave players some little bit of choice in their rotation.
Cast Lengths- FFXIV's cookie cutter mechanic design claims another victim. "stand here" "okay now move here" "now move again". Most of the mechanics in fights involve moving and standing on a specific spot and SE's answer to fights being boring is to.... wait for it.. do the same thing but faster!! Instead of coming up with unique mechanics for players, they double down on playing DDR . So much so that they annihilated the black mage turret caster playstyle for it. Flare star requiring 6 casts of Fire 4 means that losing one cast because of movement means also losing a giant potency cast. And twelve forbid that anyone enters a fail state in this game caused by anything other than not moving to the correct spot on a circle/square. Reducing the cast times to 2 seconds means that anyone can still get enough stacks for flare star no matter how many mistakes they make and still have enough movement to play DDR. Half of the fun of the job was the overcoming the difficulty in maintaining uptime with long casts while doing mechanics. There are plenty of tools for the job to be able to do that from the 40% of spells being instant castable to aetherial manipulation and between the lines for movement. It seems SE saw people saying "Why the hell am I playing BLM when PCT does even more for less work" and decided to just make black mage easier instead of more rewarding to master.