Except that you and the rest of FFXI community never read or remember the new direction of job balance, taken from [VanaFest 2010] FFXI:Job Adjustments Update by SE:
http://www.playonline.com/ff11us/eve...010/index.html
Sometimes, I pity ffxi players for their ignorance of other MMOs and what they achieved, in WoW (yes WoW) when LK expansion was released, Blizzard Devs managed to balance their class system so much that all classes and their specs (equivalent to 30 jobs in ffxi) are completely 100% useful for their roles, it didn't matter what class you are, you can tank? then you can tank just as good as any tank of any class, and each class remained Unique.
why is it so hard to accept the equality in usefulness and utility when it comes to job's roles and let ppl enjoy their favorite playstyle? is it because the problem existed and it always worked that way? or is it because ffxi allow 1 character to switch job so you treat it as playing single ff game while somehow ignoring completely the bag space problem? (tho I can say the problem diminished slightly with the slip system) or is it because you are afraid Jobs will lose their uniqueness? (which by the example above can be avoidable, not to mention that Jobs and Classes will always be unique, many ppl confuse "roles" similarities with "jobs" uniqueness, when these Job's Roles are meant to be equally useful).
... say all the tanks are in ffxi equally good where it doesn't matter if you are a ninja or a Paladin, you can come whatever and be able to tank effectively any given fight, isn't this what ppl want?
In the end, this SE new vision, and I was very pleased when I saw this direction in 2010, and its very apparent in Abyssea except that they ruined it somehow by the weakness system/not developing other jobs correctly (lack of Cure V) etc.., still I'm glad that SE finally recognized the issue and working to achieve this goal.