Your video is just clearly showing the delay from multiple palette switches that should be avoided
I am avoiding it!!
I don't mean to sound rude but is that three or four times I've said this now? I am using a chat shortcut. /mpal1 /spal1. This delay shown in the video has a workaround. That workaround is in use. This is not the problem.
The real question is how can we avoid needing to switch weapon, toggle Break Stance and activate the next boost as separate inputs every minute in the middle of increasingly lethal danger and with less Auto-Mate Half and Iron Will than we had before because Bouncer needs Phantom subclass just to try to keep up?
This question has not been answered. It's becoming apparent there is no answer, beyond waiting for more endgame content and abandoning one weapon type altogether.
I'm not saying it doesn't take more time or effort but rather it is well within reasonable bounds and manageable.
You also said it "was why I dropped Bo for Scions". Honestly that speaks for itself.
I have showed you example video of mother+deus fight with plenty of weapon swapping [snip] they don't always swap immediately but rather time the swaps when boss is getting staggered
Exactly. Bosses that get stunned a lot are terrible examples for displaying the problem. These are Episode 4 boss fights created before the escalating pace and danger that was added in Episodes 5 and 6. They are both one slow boss that spends half the fight in a stunned phase. I just rewatched the first couple minutes of both fights and... yeah, leisurely switching during downtime isn't really useful for the discussion here.
Try doing the same in the Xmas UQ when multiple UH Blizzard Banshees or Gorshraiders are repeatedly charging through you. If you start the weapon change sequence and then they decide to use one of their kill combos a moment later, you're hitting the floor.
when ever it's convenient.
What would you do for any dangerous enemy that takes more than a minute to kill and has no stun phase? Simple question. As far as I can tell your options are to run away to switch safely (bigger damage cut), risk dying to keep up (perhaps a smaller damage cut if you get revived quickly) or just not switch at all (definite damage cut). This is a problem exclusive to Bouncer that some QOL with ability management would fix.
Arguing to play the class at 100% most optimal is just silly
I kind of expected this twisted angle sooner to be honest. The point is anyone who wanted to be "100% optimal" wouldn't be playing Bouncer in the first place because needing to undertake additional and dangerous ability upkeep not for benefit but to avoid being even worse is not and can never be optimal.
If Bouncer has to be weaker than other offensive melee classes, at the very least it shouldn't be harder to play as well.
Throughout all this I want to point out that the margins are minor in the grand scheme of things. I know all classes are going to be dying in UH and that the margin for error at this level is reduced across the board.
While my personal thought is that this exacerbates the problem with Bouncers' requirement to undertake a fussy switch process more than it does any other class' control issues, this is all still a drop in the ocean compared to the frankly absurd balance issues that existed in Phantasy Star Universe.
On the whole I'm quite happy. I just firmly believe that Bouncer needs dramatic simplification of its unwieldy ability management and that simply extending Photon Blades Fever a little isn't going to solve that.