I have also made posts saying similar for the past who-knows-how-long. The idea of moving complexity out of the Jobs, and into Encounter Design, is self-defeating in its supposed purposes. If it were a decision made 'to make it less burdensome on less skilled players to perform', then SE has accidentally made the situation for said players infinitely worse.
Take the first 24man of the supposed behemoth of complexity, Heavensward: Void Ark. And the recent 24man of DT, Jeuno. In Void Ark, the last boss is Echidna, whose most threatening mechanics are 'don't look at the boss' and 'take the adds far apart'. Contrast this with Jeuno's final boss, Shadowlord, where he does 3 Cleaves (which you have to remember the directions of), 2 Cleaves from an add (which start telegraphing while the main boss is still doing HIS cleaves), a halfroom cleave, and then another halfroom cleave from an add, all of which execute over the course of about 10 seconds. If a player was struggling in Void Ark, they could drop aspects of their Job kit until they felt like they were not 'drowning' any longer. I main Healer, so my immediate example would be that they would think 'don't use Cleric Stance, don't use DOTs, just focus on healing people'. Now, in Jeuno, a player is not able to drop aspects of their Job kit to focus on Mechanics as effectively, because A: there's less Job Kit to drop in the first place (previously we had 2 DOTs, now we have 1, for example) and B: The Encounter's Mechanics are so much more oppressive to a less skilled player, and you cannot opt out of the Mechanics.
Furthermore, if a struggling player DOES die to the mechanics that they cannot opt out of, they're branded with the Mark Of Shame (and 25% less stats). As a Healer main, I've seen for months, this idea that 'oh if Jobs are more complex, people will get called out for not being optimal'. That if we gave SCH Miasma back as a second DOT, toxic elitists would pipe up in party chat about 'where is your DOT, I don't see it on the boss, ur so bad'. It's a nonsense and it needs to be put to rest
Besides that, we've now seen what I would consider to be the logical conclusion of following 'move Job Complexity into Encounters, and make Encounter design more interesting': The Omega Protocol. Every possible position, can be assigned to any of the 8 players in the fight, and so the player (individual) has to remember 8 distinct positions/movements, based on the situation (for example, how many Dynamis stacks they have, how many their party members have, who's got Near/Distant World and will be increasing by 1, etc). By comparison, let's look at something from Stormblood, that had 8 distinct 'positions': Heavensfall Trio. I can go into that mechanic and know 'I am H2, so my tower is 'second clockwise from Nael'', and it's that one every time. Imagine if Heavensfall Towers were all colour coded, and you had to match a debuff to the tower you're taking, such that 'your tower' might be any of the 8.
Instead, we can look at Stormblood raiding, and see that even when the fights were kinda mid (cough O6S), we didn't have complaining about the game to the extent we're seeing now. And I would posit that the reason for this, is that the Jobs themselves felt like they had meat on the bone. Sure, Chardarnook was a nothingburger of a fight, even in Savage. Alte Roite was cleared in Savage on the first pull by at least one group. But the WHMs had Aero3, and the SCHs had Miasma, Miasma2, Shadowflare, and the ASTs had unpredictability in their cards (seriously, whoever heard of a Tarot reading where the fortuneteller knew which cards are going to be drawn ahead of time?). PLDs, WARs and DRKs all felt like they had something different in their kit that set them apart from the others, with DRK being about extending their Blood Weapon Haste buff, PLD having a 100% uptime DOT in Goring Blade, and WAR being 'the 2min Meta before it was cool' back in 4.1 (ironically, despite my dislike of the 2min meta now, 4.1 was my favourite version of WAR). Now, all four Tanks have the 'press button A, which lets you press big burst 3 times in a row' design so they feel more samey than ever
The solution, in my mind, is pretty obvious/simple. We have this system in the game, called 'Potencies'. Each action deals a set amount of effectiveness, and 'Potencies' are a way of conveying that to the player. All that needs to be done, to have a high skill ceiling and simultaneously, a low skill floor, is to tune the Potencies of actions, such that the optimal output of a Job and the 'baseline' are relatively close. Here's an example for SCH that I use:
Broil: 340p
Biolysis: 20p instant damage, 35p per tick, 30s (total of 370p)
Miasmalysis: 280p instant damage, 10p per tick, 24s (total of 360p) (replaces Ruin2, Ruin2 moved into the Ruin/Broil progression line)
Shadowflare: AOE, 100p instant damage, 50p per tick, 15s (total of 350p) (drops a puddle centered on target)
If we consider 'Optimal Gameplay' with these Potency values as '100%', 'Optimal Dawntrail SCH' would be about 99%, and 'These Potency values, but you only press Broil and ignore the DOTs entirely' would be about 98% effectiveness. Every DPS check would be clearable with these hypothetical values, without touching a single DOT. Optimizers would still want to use the DOTs, because their goal is to deal as much damage as possible.
As an example I know better than others (due to my familiarity with the role), we could have the following damage profiles for Healers:
WHM: Bursty, mostly direct damage, quite simple/intuitive DPS kit, 'refund' systems allow it to stockpile damage to unleash in the burst window
SCH: DOT management, snapshotting Crit buff to amplify the DOTs, spread them in AOE situations with Bane (upgrade to Energy Drain)
AST: Very 'raid DPS' focused, stronger buffs to give to allies compared to current DT AST. Bring back Royal Road, and rework the AOE effect into something that doesn't break the game. Also, bring back Nocturnal Sect
SGE: Fast paced, lots of OGCD weaving, make it the 'GNB' of the Healers. Howling Blade is fast, let me be as fast as him, if not faster. Rework Kardia into a more prominent method to deliver your healing
As a Healer main with too much time on my hands, I've previously written design sheets of what I'd do to each the Healers. If I were a <other role> main, I'd have done the same for them too (because I'm like that). I wrote these, not because I expect SE to do exactly as I ask (though it would be nice NGL), but to show that what we have, is not the only way to implement the Jobs. We CAN have more depth than a puddle for our Jobs, and still have them functional within the current Raid design. In fact, despite writing these ideas a couple months before DT came out, I would argue that these designs would fit better with 7.2's raids, than the 7.2 Jobs themselves do
So please, SE, change course and focus less on Encounter Design being the whole ballgame of 'what is fun about FFXIV', and move some focus back into how our Jobs interact with that Encounter Design. Stormblood was where some of the biggest pain points were addressed (cough Cleric Stance), but still before the great Shadowbringers prune. I would suggest starting there, at Stormblood's Job design, and building upon that. It's what I did for the designs I linked above
TLDR, +1