In the context of BLU, you'd need a solid set of mechanics for that to work. Either that or a framework that plays the same regardless of role, which I admit is untried and iffy at best.
Off the top of my head, you could probably bunch certain spells into a rotation using monster affinity as a determining factor. As you suggested, creating spell sets for each role, with the Masked Carnivale allowing you access to every spell at the same time. The trick then becomes which role to make the default BLU role (I'd go for caster DPS), then decide on how this multi-role thing would be implemented (assuming regular gameplay with no detours builds caster DPS BLU, the tank and healer options wouldn't show up unless you've collected requisite spells for it; maybe use a hunting log-type system for it that updates itself per expansion).
I'd say it's more that classes are built within a certain framework, which can work for or against a job. It's sort of like writing 5 stories that have the same pacing and conflicts, but involve completely different characters; the outline will work for certain characters but not for others (leading to stories that drag on or feel forced).Let's face it tho, SE isn't really...imaginative or ground breaking in class design. They rely on already existing classes for the most part and a whole lot of cliches. Red Mage could have been absolutely amazing as a battle mage, using en-spells to enhance dps and rotating between casting and melee. But instead we got basically a black mage in a fancy hat. Sure it has a (lackluster) melee rotation and a raise, but those are mostly afterthoughts. Even the red mage's sword becomes....a staff. They couldn't have made the job more unimaginative.
Class balance has nothing to do with limits in design. If you want a class to do something, you figure out how to make that happen within the framework you set, not shrug your shoulders and say "it can't be done". There's ways BLU could have been implemented within the design approach for the other jobs, with a couple of twists to allow the job to come into its own.
And because I couldn't resist:
On a triangular graph where WAR, BLM, and WHM stand on each tip of the triangle, RDM would be smack in the middle. I'd argue they leaned too much on the magical side of the job, especially since the job is supposed to be several tiers behind BLM and WHM, not have their own versions of each school's most powerful spells (Flare and Holy). To compensate for lacking that mastery of magic, they have some melee prowess and are hardier than your average mage (the former horribly underrepresented in this game, the latter non-existent since RDM was put on "of Casting" gear).



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