Both Auras are usefull as i already explained in my posts.
Your first post's points about aura were countered in my first post that those are quite unnecessary and all you explained to that was a vague "others can use different rings" which is also a bad suggestion like I explained later, so yea, you didn't explain it well enough.
Also i get the feeling you dont even have full knowledge about Techter
Bingo! I'm not a techter player, does that render all my arguments invalid?
So let us just compare the Damage multiplyers shall we?
Bouncer: 138% on elemental weakness & 120% on non-elemental weakness on both melee & tech multiplyers (and I don't need to be a techter to tell you how meeting elemental weaknesses becomes a tough task against certain important bosses)
Phantom: 167% on melee multiplyer, 156% tech damage multiplyer, not including the damage reduction from tech short charge (tech short charge is in the long run a dps increase as well, besides, phantom sub users focus more on melee attacks instead of techs for damage) I'm not sure about tech short charge reducing the healing effect, I believe it doesn't affect the heal amount at all, I'll have to ask around about it. Regardless, tech short charge gives you more spamability which is hard on pp, so pp management aspect of ph sub is valid. Also, fast tech cast gives you more guard frames from tech charge parry ring.
Etoile: 155% melee multiplyer, 178% for the PA, 167% tech damage multiplyer. With the survivability, you can face tank with compound techs: you don't need to look for openings for fear of death, you just go in with compounds as soon as one is available without caring for boss phase or movements.
Luster: Without voltage: 170% melee damage multiplyer, 155% tech damage multiplyer. With voltage: 187% melee damage multiplyer, 170% tech damage multiplyer. Also, you cannot use gunblade for dps without Luster sub. Luster sub gives an innate melee and ranged multiplyer to gunblades, the ammount depends on class. I believe techter gets 300% multiplyer? I'm not sure. Regardless, it is good dps and can be used to build up voltage relatively fast (or you could just ilgrants)
So with that damage multiplyer difference, can you still compare the damage of bouncer sub with others? Even if lets say you are always using the correct element for the boss, 138% is pitiable. Others give like.. upto and more than double of that damage with little to no conditions (Etoile needs Perfect Attacks which you should be doing anyways, Phantom needs PP pool)
Also you didnt answer my question. I asked you what other sub classes are GOOD FOR YOUR GROUP and not for you yourself.
As for this part, the only way a subclass can buff the group's damage even more is Ranger sub, which is only used in an organized party and its rendered half useless if another ranger joins your raid. Repeating myself: Most of the classes these days have high crit rates, combine them with techter's shifta and you got near or beyond 100% crit rate. More crit rate than that is only useful if you are using s4 precision balance and the classes that use that already have 150+ crit rate. All classes also have pp management integrated into their mechanics which are much more reliable than meeting elemental weaknesses. If a class doesn't, genons or other pp recovery methods exist which don't need 2 players to recover one's pp.
With that, the only way you can help the raid more is deal damage yourself while zanverse is active and running.