I feel like the best solution for Jack of all trade jobs like DNC/RDM/BLU ect ect.
Is to just introduce 3 "support" role jobs into 4.0 and start a new formula.
Why can't we make these the new Debuff/Buff jobs that are utility based?
So imagine RDM, in a party that's like TANK(2),DPS(4),Support(2),Healer(2). 4 man dungeons from 60 on, become 5 man dungeons.
Pre-60 content, support jobs can replace a traditional role, we're over geared in old content anyways, getting a jack of all trades job that does a little less in it's role shouldn't play too much of a factor considering they do something else well as a plus.
Support Roles, will contribue to (DPS)
They will Buff the party, much like DPS keep up dots on bosses, they will Dot their teamates with timed buffs. Increasing Raid DPS.
They will Debuff the bosses. (Remove the slow/paralyze restrictions where the monsters get immuned after like 2.) Make bosses hit harder, and faster, so that these things become more of a necessity. Can add new debuffs, make bosses Cast game changing buffs on themselves that must be removed by Dispel like moves. Same for Trash mobs.
This will add diversity to already existing jobs. DRG? now they might want to slow during their rotation so the RDM can skip their slow, and give them a Buff.
Maybe MNK might want to one ilm punch now, so BLU can be free'd up to do a move, the team needs.
Also cause a dynamic where support roles and Tanks need to pay attention to eachother so cool downs and debuffs are placed at proper times.
This could unlock enfeeble moves to be something useful. So we can get more moves from trash mobs that require more attention than just "Watch the floor for glowing stuff" this will make trash more appealing at least to me.
EX: Mob casts armor on itself
You can either dispel it.
Wait til it wears off by attacking another mob
Have the Monk one ilm punch
Have any magic jobs attack it instead of the physical jobs.
Or maybe have physical jobs spike damage it to remove it. like it has to take at least 5k DMG within 1 second for it to break.
Having one buff have multilple avenues of removal like this adds depth in your approach imo. Yes there will eventually be ONE way best for a specific party set up. But you'll have to adapt to that every time you PUG.
I welcome to hear counter arguments, or constructive criticisms to this idea, or even just opinions of why you don't like it. Maybe you like the basic existing formula and don't like it to get more complex than it already is. Maybe you kind of like it, but would change something
Thoughts?