Originally Posted by
SeverianLyonesse
If the only functional difference between GEO and SMN is a few water spells versus fire spells, I don't think that's a sufficiently strong case to introduce a GEO job. Not to mention I don't know why you would call it a "Geomancer" if it primarily used wind and water spells but no real earth spell focus. The feng shui connection works for theming enemies in a dungeon, but becomes pretty thin when you try to translate it to a job arsenal alongside SMN which now has 2/3 of their expected kit.
Idk, the whole idea is too convoluted to me. One, because I wouldn't call a "wind-and-water" mage a geomancer just to toe the lore line. And two, because the lore itself is all over the place between whether they are Eastern AST, Eastern WHM, or something else entirely.
As far as I can tell, Swallow's Compass was a deliberate concession that the devs believed Geomancer didn't have much potential as a job. At the time, CNJ/WHM had a similar spellkit, and even as we have phased out Aero/Stone, Summoner just came right back in to take up all that freed up design space. At this point I don't want the devs to cram another earth/wind job down our throats when there are less elementally-restricted concepts they could be designing. Nor would I really want the creativity of Swallow's Compass to be diluted by allowing us to play GEO vs. Geomancers.
It could happen though. People miss the Stone/Aero White Mage. I could maybe swallow a GEO more if it were made a DPS-y Healer instead of a DPS.