Jobs that don't feel like they should? There's quite the list...
Bard: Very lacking in support songs, all of them have a persistent MP cost associated with them and they're really nothing special.
Summoner: Where's the summons? We get three weak pets, with only four skills a piece (5 if you count the special ability) and no one uses anything except Garuda. I would have preferred FFXI's perpetuation costs and powerful summons to ARR's weak afterthoughts.
Black Mage: Master of the elements... as long as it's only Fire, Ice and Lightning. Only one true DPS spell (fire) and since the entire game has decided to back-peddle on elemental weaknesses (a feature which was in 1.0), it feels too generic. There's no option to strategically choose your elements to suit the fight. You just cast fire for damage and ice for MP regen. Joyous.
Scholar: In all previous iterations, Scholar was a mix of White and Black mage. Almost similar to Red Mage, only with more magic and no melee combat skills. Here it's... well, I'm not actually sure. It's some weird hybrid of DoT dps who summons fairies to help. Fairies? When did fairies ever feature in FF jobs? I still enjoy the class we have, but that doesn't make it faithful to the franchise.
Rogue: Okay, technically not a job but everyone was expecting Thief when Rogue was announced. What we got was anything but. Mug is one of the lamest THF skills ever invented. Even Treasure Hunter from FFXI (a trait) was superior to this in every way. Where's the Steal skill? What happened to Mug letting you grab gil from your enemies? A serious disappointment.
Here are some jobs they almost nailed though.
White Mage: It heals, it revives and it casts Holy. What more could you want? I feel it would have been better improved had they given their 'nuke' spells to Black Mage and instead used spells like Banish or Dia in their place. It would make more sense for a WHM to cast divine nukes than it does for them to cast Stone. Still, in 1.0 they had ALL the nukes so I can't grumble.
Paladin: Another case of almost perfect. Good defensive skills, even has spells. Lacking cures though. Paladin's were known for self-healing, so it feels conspicuous by its absence. They were also traditionally best against undead, so again it feels like a bit of a loss that we don't have that.
Monk: Turn mobs into your own personal punching bag. Great fun. The only reason it's on my 'almost there' list is because it lacks a flashy move or two. Dragoons can leap around like a kangaroo on a pogo stick, and they get some really flashy stuff. Monk, by comparison, really doesn't. Also, I miss Hundred Fists from XI. That was fun.
Here are the jobs they got down so perfectly it's hard to fault it.
Warrior: Hit things hard with a big axe until they die. What could be simpler? All their trademark skills are there, and a few more besides.
Dragoon: FFXI players would argue that it's not a true dragoon without the wyvern to which I'll say... 'what'? I always found it ironic that a class dedicated to killing dragons would keep one as a pet. Here in ARR all the skills they need are there, and it has plenty of impact and fluff to make people get all excitable when they first level it.
No doubt some will disagree with my list, but that's my personal take on the jobs