My [nuclear] solution to skill unlock level balancing
I'll open up with a couple disclaimers; one, this concept is incredibly nuclear and extreme and almost all content up to [max level at time of implementation] would be subject to significant rebalances and as a result that alone essentially makes this idea nigh on impossible. Two, it's also not of the absolute highest priority. While the game may have somewhat of a retention and engagement issue for new and low level players, it's obviously not enough of a barrier to stop people from getting far in enough to bypass this issue.
Essentially, i'm aware the risk and severity of this rework significantly outweighs the reward to be had from it. But, i wanted to document it anyway, because if it did somehow ever reach a point where it's necessary, i'd want my thoughts to be known!
That said; one of the biggest complaints i've heard about this game is how punishing and unenjoyable level sync feels. Especially with more skills pruned every single expansion, every job's rotations only get weaker, less involved, and less fun in low level content. I've been thinking a lot about how i would solve this issue myself, and i think i've come up with an interesting concept that allows for enough flexibility and choice over people's rotations at lower levels, whilst mitigating the risk of severe overpowering for old content, in a way i don't feel is too overwhelming to new players, and shouldn't break old content too severely.
The actual concept will be in the first comment to avoid size issues, because it exceeded the character limit on account of a detailed list of what i think the potential benefits and shortcomings are. Sorry SE. :P