I've seen innumerable terrible and numberable decent threads about fixing PLD lol.

I'm bored so I'll take a stab at it. I figure, if RFN actually turns out to be any kind of decent tank, that's just more reason to avoid PLDs or use them only for Diaga+Kiting in turtle gear.

Here are my suggestions for fixing PLD, enmity and job balance as they pertain to enmity:

Increase both enmity caps.
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Reason: Larger enmity pool makes it more dangerous for everyone at the cap.

Change the enmity polling from instant to 15 second intervals.
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Reason: Makes it a "big deal" to pull hate off of tank, as the new target will be targetted for a quarter of a minute, forcing additional resources to be used to keep them alive.

Make Fealty/Chivalry normal job abilities at their maximum merited potency.
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Reason: These don't even seem like they should be merits. They should come with the job.

Fill that merit ability slot with an ability that raises PDT/MDT by 2%/1% per merit, for a cap of 10%/5%.
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Reason: Allows PLD to utilize more gear slots for offense.

Increase the CE/VE of all cure spells.
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Reason: Hate tool for PLD. Makes it more dangerous for healers and forces them to stack -enmity once again. Makes throwing normal melee jobs at mobs more dangerous and eliminates a bit of duo/trio boxing.

Addition of more "Flail" type moves. Make changes to mob AI so they are more likely to use "Flail" type moves when shifting targets.
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Reason: Makes it more dangerous to pull hate.

Remove the majority of enmity reset behavior/abilities from enemies.
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Reason: This type of behavior contributed to the erosion of the dev team's vision for battle strategy and job utilization. Plus with the addition of more flail type moves, constantly shifting hate becomes very unbalanced.

While Cover is active, shield block rate is increased.
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Reason: Less enmity loss for mitigating damage to party members.

Increase enmity loss per % of HP loss sustained.
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Reason: More likely for mob to revert attention back to tank when another member pulls hate, and makes the tank need to work harder to maintain the mob's attention. Somewhat negated by the Cover enhancement above.

And of course, for all of this to work: remove lethal AOEs or have their AOE radius greatly reduced, as has been beaten to death.
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Reason: Programmatic laziness =/= difficulty, only simulated difficulty.

There. Completely fixed the game. Sharper penalties for cure bombing and zerking. Increased survivability for PLD. Fixed the flow of battle to something more rhythmic.

And PLD doesn't become OP.

*Dousing myself in kerosene*
Flame me. My body is ready.