I made the big visible pieces from myth my priority (hat and body), because looking swag is more important than stats.
Army's Paeon's alright if multiple people are all out of TP, but those kinds of situations honestly don't come up that often. Most fights in the game don't last that long unless you are terribly undergeared or you're using the big TP-burn moves like AoEs. Otherwise it's just something you'd occasionally put up in between pulls like when you run room-to-room in BC Turn 2. The can't-see-each-other's TP thing is especially baffling to me because it was a problem in FFXI for 10 years and they still didn't bother sticking it in, at least as an option.
I'm probably overstating the B4B damage a bit, it's mostly obvious things like "don't use it in the middle of Tumult" and such since 25% extra is a lot if you're taking big or multiple hits. But basically from a DPS perspective the other ones can be used as soon as they're up (except during phase changes of course) so they're always working at maximum efficiency. Sometimes I wait a couple beats before I use Blood for Blood so it's less efficient than my other cooldowns, at least as far as maximizing its output.
But yeah, I have no idea what Bard's losing, or if we're even completely losing anything at all, because as far as I know they just said "adjustment to cross class abilities Bard can use", which could also mean something like nerfing Internal Relase to 5% if a Bard is using it or something dumb like that. Really nerfing Bards wasn't needed at all especially with that 10% increase to melee DPS because Bards were already the bottom tier of DPS as far as pure numbers are concerned. I don't think SE gets that a lot of groups bring Bards largely because of their support abilities.