Over the years Kanna has gotten changes that caused her to deviate from the class that I originally loved due to changes in playstyle. The intended effects weren't great, but the unintended effects are what ruined it for me. It seemed like the intent behind the revamp in 2019 was for Kanna to use vanquisher's charm, but the community discovered that her best damage came from combining tengu and haunting. There were other iterations of kanna's gameplay which came about due to the weird way that tengu worked, culminating in exorcist weaving (which I didn't care for, but begrudgingly did). Later, exorcist weaving was suddenly made impossible with no notice. And now, vanquisher's charm drains mana so quickly that messing up her "burst" is extremely punishing.
The supposed goal was nerf Kanna's support capabilities and buff her individual damage to result in a net-positive for her overall damage. However, due to the way it was executed, Kanna gets a massive nerf to support capabilities and gets a slight to modest nerf to her individual damage (the more funded a Kanna is, the worse off she gets due to this update). Kanna in regular server faces a steeper nerf than Kanna in reboot due to more access to boss damage.
If what I previously stated was the goal, then the decrease to the final damage provided to the party by domain should have been accompanied by an increase to Kanna's individual final damage by an amount that is larger than the reduction. For example, reducing Kanna's domain contribution by 18% could have been accompanied by having Kanna gain 50% individually, resulting in a (1.65 / 1.33) * 100% = 24% increase in her damage while using domain. I don't know the amount of increase that would be justified, as I'm not aware of the specific goal with balancing the class, but something like that would make more sense than what was presented.
Another potential change for domain, and one that the Kanna community have been advocating for for some time, is to have domain scale with int similar to how bishop's benediction scales with int. In addition to buffing Kanna's damage, this would reduce the effectiveness of unfunded Kanna mules (it's ridiculous that completely unfunded characters are more valuable than appropriately funded characters of other classes).
Other issues with Kanna include, but aren't limited to:
Her upjump (Shikigami Charm) has a 6-second cooldown. I don't know of any other class that needs to deal with a cooldown on their upjump, which is a crucial tool forsurvival in bosses.
Her bread-and-butter method of dealing damage, which the Kanna community refers to as Exorcist Weaving, was made impossible several months ago due to a change in how Tengu works. It is unclear whether this was intentional or not, but it resulted in a nerf in her damage.
Yuki Oni sometimes isn't procced upon being casted, resulting in wasted time and wasted mana.
Barriers aren't procced right away, taking several seconds of holding or mashing the key to use. This may not be apparent in testing, as it is something that gets worse the farther out we are from an update.
The cooldown on Vanquisher's Charm begins after the skill ends rather than when the skill begins, which is inconsisted with other classes with channel-type skills. It reduces the damage she can do and makes her burst easier to mess up.
The change to Vanquisher's Charm makes it nearly impossible to use outside of Domain. While using it outside of Domain isn't ideal, it may be necessary if Kanna messes up her burst.
People have invested thousands of hours and dollars into their Kannas, yet they do significantly less damage and provide less utility than other classes with each patch. I unironically believe that at this point Kannas should be offered job changes in a similar manner to how Jetts were offered them (ideally not adventurer locked, but I'll take what I can get).