Actually cubs, Kirin is a pain in the ass for rng. Kiting is around the entire outer wall of a large room, and rng has to chase While trying to get off a shot. Add a pld in wyrmal legs, and kirin is moving much faster than the rng. Its not easy. WS's are harder, if you use a ws while kirin is moving theres a very good chance hell be out of range by the time it registers through the lag, resulting in burned tp. Kirin stops only when casting a spell, Quake, Stonega 4, or Stone 5. This is when a rng usually uses barrage or a WS, BUT, only if its Stone 5 or Quake, which can be absorbed by shadows in the event of hate transfer from WS damage. GA 4 is a nono, as a rng in proper range to WS will be too close most times to outrun the spell, resulting in the death of not only him, but all others near him.
Also a key point on kirin, what to do if Tanks are down. Pre-patch, If both tanks went down for whatever reason (maybe suzie ate one and a whm missed an erase on the other), then the rngs would unload and kite for a while. No other job had the immediate means at their disposal to Grab hate Fast, and shadows to help kite while the tanks regrouped or a backup was brought in from outside. A nin could fill this role, but the insurance of hate is not there, if its more than 20 min into the fight and the nin is fresh from the bench.
The reason that most of the discussions are about gods is simple, that that is where Other people will feel the rng nerf the most, where it will effect Non-rngs in a detrimental way. For the rng, the worst part is SOLO, Alone, just you, the mob, and a weapon that needs to be fired from half a screen away to cause damage. Give me a solution to that that can be performed more than once every 5 minutes. There isnt one.
But back to your original point cubs, I am not in fact saying that other jobs are not unfairly innefective on kirin or what have you, i am instead pointing out exactly what you just said, but in different context.
Yes mnks have to change gear to be effective on Kirin or gods, it is a fundamental alteration to the way mnk works pre-endgame. Now a rng needs to adjust the same way, but not just in certain situations. You can still go out and punch say, a Birdie out in the gardens, or do like Imaginous and go MNK style on an elemental out there (solo). But while this change is necessary for you to be effective on gods, it is necessary for rng to be effective on Anything. And heres the part i dont think you're understanding (did you read my linked post?): When you go back to your mog after Kirin, change subs, change gear, and head out to farm/ballista/camp/goof off, you still do the same damage you always did, be it to too weaks or DC's. A rng does not, and cannot, and no amount of gear, no jobabilities they posess, no Skill whatsoever can change the fact that Solo a mob will be in your face no matter what. Shadowbind, 5 minute timer, lasts 0-20 seconds. That doesnt cut it..
If the above stipulation did not exist (ie nerf does not apply to EP or below) there would be some minor grumbling, then life would move on as usual. Its the loss of ability to do many things on their own. Congrats on soloing that Sea Horror cubs. Its something almost everyone tries out when they start to get "large and in charge". I fish on the boat alot, and ive seen many job combos do it, rdm/blm. war/nin, drk/nin, nin/thf.....
Rangers Used to be able to do it too. Now? No chance, trust me when i say that. Used to be a kick ass fight to the death, close call but not enough to be really scared. Cut the dmg you do in half? You're dead.
That is the whole point.
Anyway think about that and what it would mean to you, as a Person.