I think I'd be slightly more tolerant of Jobs effectively getting the exact same gear but not if we had secondary stats again... In 1.23 you didn't just have on stat determining your damage, you had two, and I think that creates an interesting dynamic for gear... Doesn't even needs to be damage related, directly. Look at Paladin, Warrior, and Dark Knight. All three use Vitality, obviously. Paladin should have some use of White Magic (I know it doesn't, unless you count Stoneskin and Clemency), so Mind should be appropriate. Dark Knight uses by far the most MP, so Piety works there. Warrior has always been the tank closest to a DPS, so Strength works there. Can apply that to a few others fairly easily too; Bard needs MP, here's some Piety. Ninjutsu and Intelligence? Monk has always traditionally had a lot of HP, so Vitality actually works there, even if it could be functionally redundant. Would of course be easier if we gained some missing stats, I certainly miss Agility and Charisma (which could work as a stat/support type stat). Granted, I don't think many are happy with AF2 locking out their ability to gear all the tanks in one go, but were it up to me each Job would have its own lock out anyway... Then I have as much content as I want, rather than a single pathetic 450 cap a week...
Pretty disappointed with the additional stats as well, although I hope Heavensward changed that a bit... Still, I think stats should enforce the Jobs identity a bit better, take the three melee DPS; Dragoon wields a large lance, I'd expect their attacks to be slower (-Skill Speed), but more accurate and powerful (+Critical Hit Rate and Determination). Monks fight with their fists, I'd expect that to be fast and blunt (+Skill Speed and Determination, -Critical Hit Rate). Ninjas are assassins, so I'd expect them to be fast and accurate (+Skill Speed and Critical Hit Rate) but not have a lot of individual hitting power (-Determination). You'll notice I used "accurate" to refer to Critical Hit Rate a lot there, that's because I think they should be the same bleedin' stat. I'm pretty disappointed Accuracy is solely a hit/miss decider, in my head Accuracy also applies to where you hit; Do I strike your jugular, or attack your little toe for massive damage? I really think there should be some value to having more Accuracy.
Gods... Gearing up really is boring in this game (and for once I haven't even touched on Enhances stats, opps), something made all the more worse by the slow drip feeding of gear behind tomestones... I get why that cap is there, can't have people grinding out full Esoterics gear day one and breezing through Alexander, but if all tomestone gear was Job Specific (even the accessories), what would the issue be? So I can get 450 Esoterics worth of gear on my Ninja and Summoner, neither my Ninja or Summoner would be more powerful than they'd currently be, I'd just have more options to play with and a potential 5,850 Esoterics to obtain a week, which many are probably looking at and thinking I'm insane for wanting, and I agree. Had we a greater variety of content to play through though, I would find that quite entertaining, certainly more so than a single 450 cap that I reach on Wednesday... I'd honestly rather have a cap I can't reach, than a cap I reach easily.