Why so many stat boosts and to so many unrelated things (and why is Enhanced Killer Instinct II a %-based boost instead of a flat one, like the other stat boosts)?
Right now, stat boosts are only given at level 8, 14, and 24, and only in the base class's (in this case, the Flayer) core stat. Even if one of the associated jobs has different stat requirements, the stats given via the class traits don't change. The arcanist's traits still boost INT, even though the scholar needs MND. And speaking of stats, what stat DOES the Flayer, Beastmaster, and Blue Mage need? Why does it need STR, VIT, DEX, INT, and MND?
All three seem like DD, so we can rule out and remove VIT, since that stat bonus is given only to tank jobs right now. Is the whip a true ranged weapon (meaning DEX) or just a melee weapon that can be used at a longer range than other melee weapons (meaning STR)? Blue Mage seems more like a caster, though, so should it just focus on INT? Why does it need MND unless it's going to be a healer?
This is just my observation, but classes and jobs right now are pretty much single-attribute dependent. There's pretty much just one stat that their bonus attribute points and the stat budgets on all their gear is focused towards. This makes picking and choosing gear and assigning the bonus attribute points simple decision without much room for confusion. Melee DDs focus on STR, tanks on VIT, ranged DDs on DEX, casters on INT, healers on MND, and then Piety just kinda there to be helpful for healers. I would recommend thinking about what you think each class should do and rework the stat bonuses from there. Remember, if a second job to a class doesn't use the same stats as the base class, the soul crystal can provide bonus stats to make up the difference (like with the SCH crystal providing a very large boost to MND).