I have a personal, biased list for this regard. But before I list them, I'll leave MCH, DRK, SAM, MNK, and RPR out of the list because I rarely touch them. And by rare I mean, I leave them rotting at lv90 until lv cap increases again or just use them at veeeerrryyy rare occasion. Now that they're out of the way, here goes:
Top: Yoshi-P.
It's BLM. For obvious reasons. 'Nuff said.
High - RDM, DRG, and PLD.
RDM: outside requiring to be lv50 at minimum, gameplay wise is a very accessible job to play. It doesn't have much screw up margin and yet offers player a deceptively huge room for growth if they wish to maximizes the job's full potential. All buttons in their arsenals serves a certain purpose & rarely forgotten. They fit basically in every occasion, while not failing to capture their "Jack of All Trades, Master at None"-feel from previous titles. As somebody who played the previous FF titles, this is a huge plus to my overall enjoyment.
DRG: speaking from entirely casual point of view, there's always that sense of progress for leveling a DRG from lv1 to 90. For every buttons I learn, it always adds something to my rotation. Those buttons are always useful and more impactful than not. And you also know it when you've executed their rotation properly. I have never felt bored using a DRG.
PLD: has likely the most fleshed out and well thought rotation to execute of all tanks. Starting out as the easiest then ends up being the most complicated to utilize of all tanks, which will most likely keep players hooked longer to improve further. The only reason I ranked them the last in this tier is because they're a tank. Being a tank, we all know how bloated they are in mitigative cooldowns at some point.
Mid - DNC, NIN, GNB, WAR, & SMN.
DNC: This could be in high tier just behind PLD if it wasn't for their lv60 requirement which is a good portion first playthrough you have to go through before you can even unlock it. Easy to understand with it simplistic design. Some room for growth. Impactful buttons, and most importantly: feels great to execute. It captures their supportive theme very well.
NIN: One rank behind DNC solely because leveling experience does not feel great until lv54 and has some buttons that I wish they are learned sooner to smooth out the progression (Huraijin, Bunshin, Ninki Gauge). The last change they had also did not felt great, at all. Otherwise, very satisfying to execute-rotation correctly & is not a 'true melee' in regards that they have mudras that they can somewhat plan in case they need to get out of melee range briefly while keeping that uptime.
GNB & WAR: These two shares this spot. One being super busy (GNB) and the other being almost a snoozefest (WAR). Double Down was -not- a satisfying button to press, I wish it never existed and instead they could've expanded on the lv80 capstone ability while keeping the busy feels of Continuation & Hypervelocity. Meanwhile WAR used to be higher in my list until they butchered Overpower's conal AoE. At least Fell Cleave still feels very satisfying to press.
SMN: from a 'seemingly galaxy brained' job to play into cookie cutter version of their sister, book-wielding job. They are saved from low tier all because of their red colored job icon with slightly more fleshed buttons to press, some actually impactful buttons, and they're actually summoning stuffs now! Yeah, at least that feels great.Now tell me, what is Carby doing there now? And why do they still need Energy Drain and Aetherflow stacks at this point...
Low - BRD & AST
BRD: Oh $h!t, a DPS that's actually put on low tier? No, seriously. Outside the bloodletter/RoD and pitch perfect changes, I seriously I did not like alot of what they did to BRDs, like their DoT and their interaction with the songs. Also why Ladonbite looks incredibly silly? At that point even Quick Nock's horrendous animation looks more appealing than ever.
AST: Cards, and the most supportive of all. That's all the reason I rate them slightly higher than any other healers. Even that, I think it's a bit of a stretch.
Bottom Rock - SGE, WHM, and SCH
Designed for encounters that hardly exists in the game. Actions that works against their own kits. Green DPS meme. I would even rate those 5 jobs that I rarely touch above these three if I'm feeling crazier. I could bore the section with more details but I've derailed too much at this point so I'll stop now.
/bows
