Okay a lot of things to address here

First, thanks for taking the time to read and give feedback, I appreciate it


To start, I'd like to say that I envisioned giving each class 2 jobs of differing roles. Jobs are our only version of a skill tree; they give a way to play the same class in a different way. The one released example: Arcanist can go healer or nuker. This was my reasoning for giving LNC a tank option, the tanks and CNJ DPS options and THM a support option (enemy focused instead of party focused to oppose BRD).

For the concern on BRS role in LL: Hadn't even considered allowing them to be associated so. MRD guild would send you off to the BRS NPC, located in the PvP arena due to it being a hostile environment. There he would teach you how to dual-wield hatchets as opposed to a great-axe in order to get in as many furious hits in as you could.

On Haste and TIM: Yoshi already said he doesn't want to implement this spell. A TIM to me is naught but an enemy focused job without this spell. This was my reasoning for making them crowd control. As THM learns Lethargy (Slow+Gravity) as well as Swiftcast I thought it was the ideal class for this job to go to. Maybe he will change his mind eventually and they could learn the spell at a higher level though. I also contemplated making it healerish or at least giving it the healer limitbreak but TIM was a comet/meteor user in the games it appeared in so it was hard for me to take that away from them. I do think SE needs to implement a new LB and duty slot for support (buff party or debuff enemies, 50/50 chance). BRD is the main examples for this being able to queue as a DPS without a DPS LB (TIM could then follow suit).

On DRK: I agree, I meant to reverse Souleater and Blood Weapon but forgot. Woops! Thank you for pointing it out. Blood Weapon I still wish to keep its use on a 5min timer though as the drain effect would process on every single attack the DRK makes during that 15seconds. This includes attacks that would drain HP, giving them strong attacks at a lowered HP cost too. Indeed I do intend that "Enmity" skills from GLA will be entirely converted to "HP Drain for higher potency" and therefor give DRK no enmity building abilities outside of Provoke for A) Emergency situation and B) Lack of an idea of what to make it get as an alternate haha. I don't intend for them to drain much HP, especially on frequently used abilities. DRK's have used the sword+shield combo in previous games (or at least it was an option) but I really don't like that idea for them. Again as I state in OP, Gladiator literally is "Sword Specialist" (in fact, all classes in the JP version are "X Specialist") which leaves me to believe they could get 2-handed swords as they specialize in swords. CNJ and THM get wands and staves as an example of this.

Other bits'n'bobs: TMP was in 3 games in the series so I can see its use here. Breaker (Knight as suggested) is in several games as well and I could definitely see this coming off of a Parivir/Mononofu DPS class as its tank or maybe even a support job while giving them Samurai for their DPS job. To build on what I said in the DRK section: I envision TIM and GEO getting wand/club relic weapons, TIM looking like a gem-adorned mace and GEO looking like a bell of sorts while maintaining the natural motif.