Well... I think the removal of cooldowns would greatly benefit this game. While many sight the Stamina bar as the problem in this formula, I find it to be the solution due to my experiences in Ragnarok Online. In RO, skills have "Pre-cast Delays" and "After-cast Delays" (effectively casting times and cooldowns), as well as "Skill Usage Delays" (which puts the whole action bar on a very short cooldown in addition to whatever clocks are shortening for cooldowns). To me, the cast of a skill or spell should end after it's usage, otherwise the skill-sets and game tempo will favor the "spike" attacks, while the stamina system allows you to use larger attacks in tempo with spikes for much more immersing play. Naturally, the stamina bar could see some adjustments, but the direction it presents is definitely much more appealing than cooldowns becoming the balancing factor, which allows for too much abusability (IE the proactive solution is much better than the reactive solution in this case)

I like the idea of stancing, which can be VERY flavorful in the "front row/backrow" troupe of Final Fantasy games . Should the job system be an expansion of the Disciples of War/Magic/Land that gives forked options, I would like to see martial jobs that have skills which are only usable while switching stances to disrupt their opponent's tempo (specifically a "Thief" job) or jobs which get buffs from stance shuffling (specifically a "Monk" job)