Looking at it again, I might even lower the number, lol. Based on the language clues, I've just taken it for granted that three of those regions are Beast Tribe Strongholds that are being held back for high-level content: Xelphatol (Ixal), Paglth'an (Amalj'aa), and O'Ghomoro (Kobold). The Sahagin likely have one that's off the main map and beneath the waves of the Rhotano Sea / Indigo Deep, the Sylphs don't seem to have built one, being new to the aggressive expansion game, and, as far as we know, the Gigants(?) haven't summoned Shiva, yet.
At least, that's the balance I'm seeing on the map, there are, of course, other interpretations.
When I gave the ratio, I meant that, when you take the above into account, it seems likely that the ruins of (Sharlayan + Dravania) and (Ala Migho + Gyr Abania) seem to be the two remaining groups akin to (Ishgard + Coerthas), (Limsa Lominsa + La Nosca), (Ul'dah + Thanalan), and (Gridania + The Black Shroud). Seems more like 4/6 + the great tribe cities.
We briefly visited the Cieldalaes in Version 1.0 and they were quite small. There's not much to explore at all; they were just battlegrounds used by the Maelstrom to train recruits. I wouldn't be surprised to see it as a PVP zone.
Yoshi-P has all but beaten us over the head with a macuahuitl that has a flag attached to it saying, "MUSKETEER AND A SCOUT CLASS ARE BASICALLY OBLIGATIONS FOR THE FIRST EXPANSION" at this point. When you strip away the parts of THF that are best fit for solo play and ignore that it a great camp puller in FFXI, there are a few assumptions about it that could be fairly made.
More or less, some people just want to play a job that feels like thief. </shrug>
- A "striking" class (as opposed to maiming, aiming, fending, etc.).
- Based in high skill-speed and combos
- From a class that serves as a foundation for dual wielding
- Focused on enmity manipulation and high-damage combo finishers...
At this point, my imagination makes it sound like MNK, but building to hard hitters instead of maintaining steady damage, using positioning and timing instead of debuffs and stacks. Perhaps THF has a lot of hate generation attached to it and will actually take hate and die / kill others if it doesn't position and distract properly. It'd be one of the few jobs capable of attacking from the front with its high evasion and trick attack. Perhaps some attacks have to come from behind the tank.
The only thing that's unclear is what makes it thiefly. Mobs hit by thieves in dungeons drop more gil? Small chance for chests to drop two items? Treasure Hunter for farming mats? Stealing as luck-based mechanism where what you steal influences what combo branches you can move through? I'm still holding out hope for them to bring back Chemist - maybe the "scout/rogue thing" can be a job brancher and we'll get something a la Rikku from FFX. I loved that MNK + THF + CHM mix.
I digress...