Quote Originally Posted by Kimahri View Post
I have heard this from other threads, but I feel that what you're trying to do is jump the gun and install new advanced classes too soon. There are far too many problems with the original seven classes we have now. I do not see how this relates to anything regarding a unique quality of the classes.

It's basically like saying, "Here. Level this class to this level, and we'll give you another class with everything and then some!" It's some really good thinking, man. I'm being honest. However I just don't feel like this is the solution we should stride for.
As I had said further in my post. The restrictions would come into play with the jobs. You would ONLY be able to select abilities from the classes needed to unlock the job. Using the example in my previous post: Red Mage for example would not be allowed to choose from Marauder or Archer skills to augment their skill set. The generic classes would have a more broad skill set but limited by their level. The jobs would be more powerful but have a specific role and the skills gained by their leveling would fit that role and only be accessible to that job. I also stated further on in my post that content introduced for the the jobs would present a marked difference in difficulty. This would offset the current "omgzors I am a godling" feeling of the armoury system at present. The current system allows you to tinker with all of the skills you have to produce a skill set you would like to have and then when you get the jobs you will have to sacrifice some of those skills based on what you can or cannot use with that job. You would have to make a choice on what role you really want to serve and have the more difficult content that will require those "amplified" abilities you will gain. With that choice however you would also be catering to weaknesses that you would require other people to compensate for.