Rather than posting my many ideas in separate threads or as responses to other ideas everywhere, I'm putting most of them here. Most of these have been submitted through the older Service and Support "Suggestions and Feedback" form on the website long ago, but they can be discussed here.
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Job Trait: Graceful Movement
Level 45
Evading an attack grants TP as if having been hit.
(yes, this might be overkill now, but I suggested this before they introduced Tactical Parry... I still think this fits Dancer better)
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Job Trait: Limber
Level 15 (intentionally usable as part of the subjob from early on)
When under 50 TP, this trait would grant a limited Regain effect, similar to the latent MP refresh granted by the Gaudy Harness.
This would not let Dancers stand in the backlines as effective healers, but it would give them TP to use at the start of fights after entering new zones. If they're having a hard time hitting monsters, it would give them TP for Steps to build Finishing Moves to use Reverse Flourish, and potentially continue to be useful.
As a subjob trait for other jobs, 50tp will never be enough to use weaponskills after just waiting around. Only Samurai, using Meditate (who could do this without /dnc anyway) would be able to do that.
Yes, we do get "No Foot Rise" plus Reverse Flourish, but NFR is a merited ability at level 75... this is for use while leveling up and other utilitarian purposes as listed above.
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Jig: Playful Jig
Reduces enmity on the Dancer.
* Reduces enmity gained by all Dancer actions.
* Increases the rate that enmity decreases over time.
* May grant the same "Pax" effect given by an item during besieged and salvage.
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Job Ability: Conga
Level 50
Duration: Until the next jig is used, or 1 minute.
Recast: Short enough to be used with all jigs, please.
Form a conga line with your party! Grant the effect of the next Jig to the entire party.
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Job Ability: Center Stage
Duration: Until a waltz is used, up to 1 minute
Recast: 3min
Change the next Waltz used from single target to Area of Effect.
* Costs all TP, and at least twice the amount needed for the single-target waltz used.
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The next two abilities are unable to be used at the same time as Saber or Fan dance.
(I'd suggest either the adjustment of all "Stances" such as these: making them non-dispellable... or lowered recast timers for these abilities, including Saber and Fan dance. If we are assuming these become non-dispellable effects, the Recast of 5min is fine.)
Job Ability:Formal Dance
Level 50
Recast: 5min
Duration: 5min
Focusing on the timed steps in the formal dances of the ballroom, a dancer is able to bring out their full potential, even on the battlefield.
* Separates Waltz recast timers.
* Reduces Waltz TP Cost by 10; CWIII: normal cost 50%, new cost 40%
* Steps will not wear off as quickly, allowing more time between "re-applications."
* Sambas last longer.
* Each Waltz generates more-than-normal enmity.
* Unable to use weaponskills.
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Job Ability: Wiznaibus/Mincing Minuet (name taken from FFTactics)
Level 50
Recast: 5min
Duration: 5min
Mastering dancing with knives, every action taken by the Dancer is accompanied by a subtle attack.
* All Steps and Flourishes that hit the target cause an extra attack.
* Steps and Flourishes are more accurate and effective.
* Steps always grant 2 finishing moves, even when the effect is at level 5.
* Increases waltz recast timers.
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You knew this one was coming:
Flourish: Dazzling Flourish
Level 35
Recast: 20 sec Cost: 1 Finishing Move (minimum)
Dispels one beneficial status on the enemy for each finishing move.
* Can dispel multiple statuses at the cost of 1 finishing move each.
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Flourish: Unleashed Flourish
Level 80
Recast: 30sec Cost: 2 Finishing Moves
Readies target for an advanced skillchain. Requires at least 2 finishing moves.
* Acts like Wild Flourish, but allows level 3 Light and Dark skillchains.
* Possibly add a job trait instead (Chainbound Anchor), that upgrades the skillchains made by Wild Flourish.
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99 Merit: Breakdancing
This causes Drain Sambas and Aspir Sambas to inflict the drained amounts as damage to the target. Adds slow to the enemy inflicted with Haste samba.
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General idea: Let pets benefit from Sambas.
Many of my other ideas were implemented under different names, with slightly different effects, so I won't re-post them all in detail here, but I'll list some
Flamenco stomp: damage with finishing moves - Climactic/Striking Flourish
ChaCha: Inflict level 5 step in one move - Presto (close enough)
Critical Samba: Raise crit rate of those hitting target - Feather step (close enough)
Step Mastery: Always gain an extra finishing move on steps - Was put on Mythic weapon