(Thanks in advance for taking the time to read / hopefully answer this question)
I've been playing Puppetmaster since release date and through its many ups and downs has still held the title as my favorite job in Final Fantasy XI. A question has always lingered in the back of my mind when it comes to the Animator Ranged Slot Item and it's overall purpose for the Puppetmaster. In a lore-standpoint, it makes sense for the master to have an item in which to control the automaton's actions (animator sending / receiving messages between master and automaton). Though in a gameplay standpoint, the animator is portrayed as an awkward contraption taking up (not just 1 but 2) item slots in our equipment screen. The questions I'm asking have been tossed around the community since ToAU's release, with varied answers but nothing in concrete proof stated by the programmers / creators of Final Fantasy XI:
1.) In the March 23, 2010 (JST) Update http://www.playonline.com/pcd/verup/...38/detail.html Puppetmaster's hand-to-hand skill was raised from C to B+. At release, our Throwing Skill (C+) was higher than our primary weapon's skill (C). Why was a skill in which Puppetmasters have no viable way to level (except with items such as Trollbane from Aht Urhgan) higher than our own hand-to-hand skill?
2.) Is there a connection between throwing skill and our "connection" between our automatons?
3.) Our Animators (4 at this time) come with varied flavor text (most indicating an improvement of commands relayed to our automatons) and some come with a hidden DEX modifier. As VIT is a modifier for the Dragoon's Jump, is DEX a modifier for Maneuvers (decreasing overload, improvement of response between a delivery of a maneuver and the corresponding action [Flashbulb, Strobe]).
3.) Animators cannot be thrown (as many of us have discovered first-hand). Yet they act as a Ranged Slot item, impeding us from equipping other items in our Ammo slot which can be equipped by our job (Hedgehog Bomb, Thew Bomblet). Adding to this situation, if we unequip our Animator to equip said item, we lose control of our automaton and our TP resets. Other jobs which have companions that aid them in battle (Summoners, Dragoons, and Beastmasters) have no problem with this, as they require no additional item to relay commands. Was this something that was intended from the implementation of Puppetmaster? If so, any reasoning behind the concept?
Extra.) I'm sure the Puppetmaster community is grateful for the continuous maintenance of our job, and the possible AI and attachment overhaul coming in the following months. The versatility of our frames is one of my drawing factors to this job, but I find Valoredge to be not as strong to the role visualized (thought of as a viable lower content / solo tank [with attachments such as Equalizer, Strobe, Hammermill, Flashbulb, Armor Plate]). Is this something that will be addressed in a future content patch or is he working as intended? *Is the a role concept for the Harlequin frame? (this is more out of curiosity).
Thank you for your time and consideration of these questions.