Bottom line: Jump.

Who would have thought the (multple!) jump techniques would've added absolutely NOTHING to the game in terms of group STRATEGY. Dodging attacks, magic, and avoiding unnecessary damage is EXACTLY what a DPS needs in order to avoid taking damage. It's got to be about more than dealing damage. Jump is the primary tool a Dragoon uses to avoid take hits. But there is just not enough... It's just not good in this game.
The cooldowns are terrible on it. I just had to say this one thing... I'm totally disappointed with the development choices in this one area, in particular. There are others, in the context of unavoidable enemy spells and techniques, but I won't even go there (right now).