You don't seem to understand that I was saying that every single job has something unique to it even if you ignore damage dealing. A warrior has a powerful way of quickly doing area damage (Fell cleave + Retaliation) and variability in weapons. A dark knight can absorb. A dragoon can do a number of things with their wyvern. This utility you speak of isn't limited to the light jobs only.
As Motenten pointed out, against a high level target, the way the calculations in the game work already by default cap a one-hander job to 25% less damage than a 2 hander job. When you factor in the whole "one handers can't cap acc/atk as easily" bit, the gap becomes even wider. I wouldn't be surprised if properly buffed two-hander jobs were doing at least 50% more damage than a one-hander job.Please address the actual % you are claiming the game unfairly treats one handed jobs.
Your argument is that utility makes up for gaps in damage. I am here to tell you that aside from 2 handers providing utility of their own, this is not true. It doesn't matter what "utility" my blue mage brings, it's not going to make up for the fact that a 2 hander can, by default, do 25% more damage than I can, and reach this max much easier.what utility jobs bring to the table is useless. Make that utility more useful and it simply becomes a playerbase issue
Currently the only "utility" from light jobs people care about at all is Treasure Hunter, and that is a really forced and idiotic system (Make all drop rates really low so people are encouraged to bring THF to make drop rates not abyssmal). Even if they fixed things like Tourbillion, or Yurin/Aisha, or Sambas, one-handers will still not hold any merit versus high level targets because the gap is simply far too large.
This doesn't mean we don't care about utility, but fixing it isn't going to solve anyting like you are implying it would.
tl;dr it doesn't matter how much they adjust utility, one handers will still be a waste of a slot.
nope