Caught up on the current "state of the argument".
Seems like people are arguing the two extremes...
1) Jobs and classes are completely unlocked, allowing any combination of job and class
2) Jobs and classes are completely locked, so that each job is only allowed on one class (the one the opened it up)
There is a LOT of room in-between these two extremes. There is certainly the possibility that a particular class opens up a job, and that class has the highest affinity to that job, but that some OTHER classes can still be used with the job, even if not all of them are.
Option 1 allows the most player freedom, but also creates the most burden for the developers, in allowing every combination balancing becomes potentially more difficult. It also creates the most confusing situation for players (especially new players), as the myriad choices could be overwhelming. Also, certain class/job combinations may not fit with the game story-lore that SE is creating.
Option 2 is the most restrictive for players, and essentially locks players into the single role as SE envisions it, not as the player envisions it. This option also has problems with lore, primarily the historical final fantasy lore wherein multiple weapons (even if not all) were available to most jobs.
Both sides of the discussion have some good points -- as I read more and more, I think that the middle road is more appropriate.
Each job can have a small number of allowed classes it can be equipped with.
Some jobs may have more (e.g. WAR, RDM), some jobs may have fewer (e.g. WHM, DRG). This also allows SE the ability to unlock more job/class combinations later, if they feel it is beneficial (and after they have the time to balance the combination.)
So. What are the objections to this system?