I guess they wanted something sufficiently dark and gritty and didn't want to go the route of "Northern people use runes".
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Guess so, the fact that they initially thought of, and worked on a SAM tank then changed to DRK (?!) shows how little they take from their roots. But it isn't exclusively of one job, but a few, such as SMN for example. I stopped caring long ago and learned to enjoy what I'm given, knowing that everything's in a FFXIV bubble.
Please not another sword tank. More weapon variety (Yes, please.)
The next tank needs a whip. A giant notched bladed shield. A hammer. Anything but a sword.
You might have to change the title to "for 7.0", as I highly doubt we'll be getting a second tank in 5.0 and likely won't get a new on in 6.0 either.
I like Rune Knights though, so kudos on the theorycrafting. ^_^
Sort of but not much to draw on there, aside from the ability to make Runic into a magical tank buster cd where you absorb a magic attack instead of taking damage or something. She was a 'rune knight' in title but didn't have an array of skills to draw on like Sabin/Cyan/Edgar etc for their commands.
Maybe some of its potential mechanical aspects may be integrated into Gunbreaker, similar to how some of its potential anti-magic mechanics are part of DRK.
I think the anti gun/artillery angle will be in the job lore. But unlike DRK getting some extra mitigation via magic attacks with that cooldown of theirs that only affects magic damage (forget what it's called and they may have other anti magic damage mechanics I'm forgetting), I don't think the game really classifies 'mechanical' or 'artillery' damage the same way it divides physical and magical damage. So I'm not expecting to see it reflected in the job's abilities, but almost certainly in the lore given the name gun BREAKER I think.