I'm so disappointed in the player base across all jobs. All post ever say no matter what job is "...I WANT MORE DAMAGE". I know I'm preaching to the deaf, blind, and dumb but here goes anyway... If you want straight damage play Warrior or black mages any other jobs combines elements of party dynamic with job abilities.

Now as far as the SE post...
We don't know the kind of "numbers" SE is talking about. Intimidation via party member, while sounds like "Killer Effects" might actually raise the cap of what, 8%? If each member were to say give 5% towards the "intimidation", then a thief could end up having a 25% "killer effect". If you can't see that this will help in "thief tanking" well, you blind and dumb.

The "warrior crit", we don't know the timer, nor the bonus %. A 5min timer one a single attack or weapsonskill is hardly going to steal a thief's role. If a 1min timer then yes, we can scream foul.

People say, the whole enimity thing is broken and can't compete with damagers. Well if you combine the new thief's enimty skill, whatever it is with the new paladin enimty "constant"(lowered enimty decay), depending on the "numbers" this could keep Paladins much higher on the enimty list. Once again, we need to know by a factor of what?

On "Treasure Hunter". It nice that SquareEnix is looking into ways of "modifying" steal and despoil. Barring a few choice items such as coins, both steal and despoils list are overall lame. Some things I'd like to see...

1/Treasure Hunter trait actually lowering recast timers on all "steal" moves by a factor of X%.
2/Treasure Hunter "Sekkeanoi" or whatever its called, allowing failed steal to have chance at immediate recast.
3/I don't agree that aurasteal be a "separate" /JA. However, expanding it into other /JA could be fun. To include mug and SATA.
4/ on Despoil, this move similar to a mob move should un-equip mobs. With higher tiers of TH, more equip. This translate to a armor down effect of X% per "piece of mob armor".