Quote Originally Posted by Shurrikhan View Post
There's no need to sacrifice anything though. From the start, make dungeon gear dyeable. There, you've now got the likeness of the striking/scouting or scouting/aiming distinction in most cases. But atop that, allow for variations of each set. You can have your Noct fending with its silly little shoulder additions, your Dreadwyrm or Creator sets with their buttwings, or not. Similarly, where Scouting, Striking, and Aiming did vary before, you can have a version with the half-cloak added over the side (where that's the only difference between, say, Midas Striking and Aiming), throw a cloak over the whole thing (Creator striking vs. scouting) etc. Same item, quickly swapped appearances. Unless a more comprehensive glamour system also includes cross-class glamours, I feel like that'd add a fair bit more freedom than any glamour revision, and would reduce the item count despite that.
Even if the items' native appearances had a few variations, unless they also make major changes to the glamour system to be class/job specific, combining gear would put the melee jobs into the same problem tanks and healers have already: You can't glamour one outfit on your WHM and a completely different outfit on your SCH, or one outfit on your PLD and a completely different one on your DRK, if they're sharing the same base gear. (While getting melees to share the same problem would at some level be fair, I'd rather achieve that fairness by removing the problem from the jobs that already have it.)

On the other hand, if they do indeed ever update the glamour system so we can have different glamours using the same base equipment, then I'd completely support your preference for condensing the number of sets. But not until then.