The loot system in future.
The real problem is the current loot system, 8 "end game" loot a week divided into the 4 Coil Turns. When future jobs are added, I see 2 things that could happen that I do not like:
1. Under this current loot system the more jobs they add with separate gear, the less chance of you getting what you want per week for your main job.
2. If they make new jobs share stats/gear, in my opinion this is dull and unimaginative.
My solution would be that when you add "end game" raids/dungeons whatever. Yes, make separate unique gear/stats but instead of having 2 loot per boss fight, which could also have a "chance" to increase to something like 3~5 loot from chests; create more ways for this loot to be dropped within these raids/dungeons. Trash mobs in my opinion should have a chance to drop armor or the items used to upgrade tome gear. No one likes doing trash currently, this would make it more interesting and have some worth. Eventually though, I can see that you will have to increase the amount of loot earned per fight or it's going to get very frustrating like I said when many more jobs are around.
Also, just another opinion. Coil for me has never really felt like an end game "raid". You have 4 areas "turns" that just feel like separate Trails like Ultima/Primals. To me a "raid" should be more like a dungeon, and sure in coil there are some trash mobs before boss. But it's all chopped up into 4 separate dungeons and in between some little "job change" zone.
If you only had "The Binding Coil of Bahamut", "The Second Coil of Bahamut" and "The Final Coil of Bahamut" as 3 seperate dungeons-styled areas I think this would be much more interesting to play through. Of course progress would still be saved down to each mob killed etc.
Lol, I got a bit carried away in the end.