Quote Originally Posted by Sephr View Post
I think this is pretty much a given? As we move into new expansions we're bound to get new classes. Jobs are specializations of the current classes so it'd be somewhat tough to shoehorn samurai into any current model without adding a new class in some way. We already have musketeer and arcanist guilds ready for new classes.

They're already planning to adjust the skill assignments of current classes, we might see Pugilist's thief skills moved elsewhere, or alternatively we might get a dagger-wielding class in the future. These specialisations are not just being made to shove as many classic jobs into the game as possible, they're being created to make our current classes work on more specific roles for party situations. We already know Fencer's a class in the .dats, perhaps we won't see RDM until it's released.
I see the logic of what you are saying. I disagree that the balancing would be simpler with the restrictions than without, but I trust you see where I am coming from in my argument even if you do not agree it.

As for Samurai ... using "the each Class gets 2 Job specializations" rule, it would be very easy for the Development Team to add the "Tachi-User" Class, and then have it be able to access the Ninja and Samurai Jobs. That would be fairly clean and simple. No argument there. It would look like this.

Tachi-User:
  1. Samurai
  2. Ninja

There is still a little trouble with Red Mage, though. Let's say that Fencer (Fencing Blade-User) does get implemented as a Class. Using the 2 Job specialization rule, the Red Mage Job gets assigned to it and some other Job ... say Swashbuckler. So it would look like this.

Fencer:
  1. Red Mage
  2. Swashbuckler

Looks neat, except that this means the Red Mage Job cannot use Staves, Scepters, or Wands, because as a Job they have been restricted the the Fencer Class. It's doable, but is that what we want?