Quote Originally Posted by Ryel View Post
Your points were good and then you kinda lost it at the end bringing up classes.

1.0 somewhat tried this when jobs first came out, they were advertised as only being necessary when doing full party endgame content and that classes were supposed to stay relevant when doing any other activity (low man / solo). This obviously didn't work, classes have no place really and are generally uninteresting in comparison to jobs.
That's because they kind of stopped with Class development.

They need to add more cross-Class skills. Some can be situational, some can obsolete earlier ones, the point is we keep getting new skills to handle whatever the open world throw at us.

Whether Classes end up OPed in the open world (remember raids will be Job-only) or not isn't that huge an issue. It's open world content, no one will get excluded.

And in regards to adding crazy cross class options to classes, why not just add them to jobs? as it is the cross class options for jobs are cookie cutter and boring really, I'm sure the argument will be made that players will find a "best set" of cross class actions but it'd be nice if i could pick and choose from more abilities tailored towards various fights.

There is no fundamental reason why jobs cant operate on the cross class system the same way classes can other than the fact that we just aren't allowed to, i would much rather see that changed before trying to make classes relevant in any way (even in solo content), sorry.
The reason is ... balance. The more options you give the player in customization of their Job, the harder it will be to balance, as you have to take into account every possible combination of skills selectable - if you miss one and it ends up "OPed", player tears will drown out the sun.