Here's the thing, more tanks and healers aren't just going to magically appear because you give the various classes some new abilities to facilitate that. It's a mentality that some people have, while others don't. Those that like to tank will likely already have PLD, RUN, and NIN leveled. They may have even dabbled in WAR and MNK when they had their moment. Some do it for easy invites, sure. Some like being in "control" of the encounter, so they take up the mantle. And short of magically inheriting tank gear from previous investments, they're also likely to want to use those over RDM or whatever until they do get the alternative stuff farmed.


Ultimately, RDM has historically faced resistance toward buffs in certain directions because people always had that "But then they would be OP!" or "No one would invite anything but RDMs!" mentality. Given the mention of action economy, I think we could agree you can't be a tank, DPS, and main healer all at the same time, but you can also bet people would both try and expect it, resulting in a severe frustration among RDMs when they can't do it. This hearkens back to the "Just solo it!" craze of yesteryear where people would gleefully not help RDMs get things because they cheese Utsusemi, DoTs, and the occasional nuke. I don't want to see that happen again, even if current content is more generally regulated to prevent that between timers or "arena" sizes/lack of pinning obstructions. Not that this would stop people willing to position/speed hack, but that's another matter.


Stance systems have somewhat been the approach to countering the too much in all directions approach, but if we're, say, trying to facilitate the healer aspect, what would you do to make us more than just a WHM or SCH clone? WHM definitely has AoE and spike cures covered. SCH has Regens and decent spike potential, with AoE via stratagem use. Where would RDM sit without making it the defacto reason for getting an invite? You could say a stance should kill the melee and black magic side, fine, but would debuffs get caught in the fray here, too? After all, if they could take a WHM's place, but then have even better debuffs on top, is it balanced? And then just swap their stance and into a different gear set to pop a good nuke if they're able?


I think the goal should be to better organically weave the job's abilities together instead of shooting for a singular slot in the trinity against the expense of all others. But in chasing that, you also need a unique identity where people would think it's nice to have and neither mandatory nor too insufficient to get an invite.