Hello Again FFXI Development Team!
(also to everyone out there in FFXI Forum Land <3)
I assume you've caught wind of my original suggestion thread, because one of your responses relayed to us by Camate was basically a direct response to one of my suggestions (that I didn't see in the Japanese side of the forums). Anyway, I think I sort of have a feel for the direction you want to take Dancer now, and now that I absolutely know you think splitting waltz timers as they are would be unbalanced (as I've said you thought all along!), I'd like to address more things, as well as comment on things that I didn't comment on before.
I know the Dancer community seems pretty upset and perhaps even at arms with the unpopularity of Ternary Flourish, but I'd like to point out that people were simply disappointed that so many great support abilities have been suggested, but it seems like they were ignored for Ternary Flourish, an ability with dubious applicability to today's endgame. That said, I have full confidence that you will use Ternary Flourish as a learning experience and make better design choices down the road, as you have been very responsive to the concerns of other job communities.
Perhaps then we should discuss the existing issues and potential ways to address them.
The Dancer's Role: Many people, like myself, were drawn to the Dancer class because they like both support roles and being on the front lines, and the Dancer class theoretically combined the two. At the 75 cap, this was very true and Dancers were some of the most efficient healers around. However, mages have gotten exponentially more and more powerful (especially since the constraints of MP have mostly been removed everywhere), and the Dancer's support abilities have been increased very slightly. As such, the Dancer class has been transformed into a self-sufficient mid-tier damage-dealing class (think DRG/WHM) with minor support abilities (the usefulness of Haste Samba is even decreasing due to the increased power of Bard's March spell, and now, Embrava).
Dangers of the Front Lines: A major issue with the Dancer class especially in end game content such as Voidwatch, is that it gets absolutely torn to pieces on the front lines due to area of effect attacks. For Dancer to perform its job in these sorts of arenas, it needs to be able to survive. I discuss a way to address this in a later section.
The Waltz Issue: Healing waltz absolutely NEEDS to be on a separate timer from the other waltzes. Raise its TP cost if you want to. You don't need to touch the other waltzes, although I would poersonally split Divine Waltzes into a separate category and increase their TP cost, as well. Do it like this:
Curing Waltz --> Contains I/II/III/IV/V
Healing Waltz --> Healing Waltz, and you could maybe add a Healing Waltz II that is AoE or something (like BLU's Winds of Promyvion)
Divine Waltz ---> I/II and add a very expensive Divine Waltz III.
I'm sure this would require a significant amount of programming, but yeah. Trust me, it would be worth it.
That about addresses the existing issues, so I'll move on to specific categorical ideas.
(by the way Dev team, I need a new job, feel free to hire me. I have ideas for most of the other jobs, too!)