No. No no no no no.
That is fundamentally wrong. It is not necessary to throw a tedious bandaid on a gaping wound in game design. If anything your highest priority, your necessary adjustment, should be fixing the fact that such imbalances in job choice exist to begin with. Otherwise you just end up making roundabout adjustments to all your content that do technically fix the issue but often not in such a way that makes the jobs that have been made artificially desirable fun to play in said content. The backlash from "balanced" procing jobs (speaking of which, notice how they're specifically referred to as "procing jobs" by the community - should make it painfully obvious that this is the only reason they're getting invites and as such they're expected to focus on procs rather than actually playing their job) should have clued the devs in to this months ago.
Spamming arbitrary triggers is NOT ENJOYABLE. I don't know how I can make that any clearer. It was tolerable in Abyssea because you only had to deal with a maximum of three procs per kill with a very limited pool of triggers to draw from (though still annoying in that my job choice was dictated by procs as much as job suitability - guess why I hardly ever play BLU when farming Abyssea?), now it's almost unbearable. If anything, the procs system should be removed entirely and temp item reception/mob mechanics redesigned from the ground up to compensate. A lot of work? Yes, but the low droprates of Voidwatch combined with the inability to pass drops to other members dictates that anybody wanting rare drops will also be putting in a lot of work.


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