The main issue with the four evolved jobs that we have been shown, is that the execution of those job toolkits has very little way for actual failure.

BRD can just play its songs in whatever order without any constraint or consideration, it doesn't matter.
WHM can spam heals, it doesn't matter because it will be refunded on sanctuary damage.

DRG has some positional considerations, which is better, but far from enough.

The main issue people have with this is that it dramatically removes skill expression, which has been a recurring issue in job design since SHB at the very least.

We know that CBU3's design philosophy seems to be that everything should be about encounters, but I seriously question the idea that jobs should only have cosmetic identity. If evolved is just about bringing back identity through cosmetics, then you'd better be spending your precious devs resources elsewhere because it won't be well received.

As someone that wants to believe in the game evolving, I do hope that what we were shown last fanfest is going to be seriously reworked so that players can actually have engaging and unique job gameplay.