Even though they did an overhaul to all classes in order to create jobs, I believe much of the overhaul was overdone and uneccisary. Classes only needed to be tuned and balanced to suit their roles, while the jobs would be completely different from the classes and suit their own roles. After their overhaul, classes pretty much became useless once you had the job for it. Their idea of classes being for solo died swiftly as people including me found that the job was much much better for soloing than the class.
I believe another overhaul is needed to achieve true separation of class and job. One of the major flaws is that a job learns only a measly 5 extra skills/spells which was suspost to define it. It doesn't do the trick, at all. All it does is change the class into an advanced class. The job can still use everything the class could, with only less cross class skills - which didn't effect the jobs ability to still do what the class could do + more.
The Idea of my overhaul is to add onto the spells/skills learned through the job quests as level up skills, and start the jobs out at level 20 instead of 30. I will use the THM for the first example. (I dont kn[
THMs is mostly reverted back to before the class overhaul (pre-elemental spells). Zam thankfully still has a list of their old skills: http://www.zam.com/wiki/Thaumaturge_%28FFXIV%29 Some modifications to it are to be made (to get rid of some of II's and III's, add more traits, and rebalance to fit its lore and not be OP as it use to be)
None of these has to be exactly as listed, but would be a start. At lvl 20 player will be able to unlock the BLM job to attatch to thm. This time, the BLM will have spells, abilities and traits avaliable at level up, the ones that were quested for can remain quested for.
- lvl1 : Banish and Scourge - scales potency and increases MP costs with level (as with all spells)
- lvl4 : Sacrifice single target (Slightly higher MP cost with HP cost for the extra regen effect)
- lvl6 : Trait - increase Aattack Macc
- lvl8 : Poison
- lvl10: Resurrect
- lvl12: Trait - increase Enfeeble Macc
- lvl14: Slow
- lvl16: Bio and Dia
- lvl18: Trait - Increase duration of poison
- lvl20: Attribute Drains
BLM at 20 loses the ability to use the attribute drains, sacrifice, resurrect, scourge/banish and gains its first spell Fire:Etc Etc
- lvl20: Fire and Fira (fira is the aoe version)
- lvl21: Blizard and Blizara
- lvl22: Thunder and thundara(potencies equal! and all unusable as thm)
- lvl24: Trait - increase Attack Mpotency (BLM only)
- lvl26: Ability - Increase Attack M Crit rate until getting a critical
- lvl28: Sleep
- lvl30: Trait increase Att M Crit rate
Meanwhile THM will be learing these:So on and on. This way, class and job get truely separated and dont become useless in the name of jobs, and creates 8 more playstyle choices for a total of 16.
- lvl22 Sacriga (or sacrifice II)
- lvl24 Trait - Decrease HP cost of sacrifice (not II)
- lvl26 Banishga and Scourga (Aoe versions)
- lvl28 Gravity
- lvl30 Drain
And I know, it would be a big overhaul. But SE is perfectly capable of big overhauls, and I think this will be for the best. And yes, it will take 'time' lol. I would rather they take the time to make this system work rather than handing us another steaming pile of crap where they might as well delete classes.