Again, this is a fact of implementation, not of Broad/Progressive vs. Focused/Advanced tiered classes.
Locking out cross-role skills (e.g. those that would allow a DPS a tank skill or a tank a DPS skill) eases development's ability to keep the relative value of different skills more equal across progression (where these skills would otherwise be traded out in favor originally of survival and latter of damage assuming that the fight isn't built around DPS checks, as per post-Gordias design promises), but it has nothing to do the broad/advanced class tiers concept itself.
Further, trading out one set of actions for an equal number of actions does not reduce cross-bar creep. 5 is 5 is 5. Granted, the total spread of options within these new choices do appear slightly more varied and worthwhile. But that has nothing to do with creep.
Either a particular implementation works in its then-current context or it doesn't. It's history is irrelevant to that. The loss of Physical Level did not necessitate class-based bonus stat allotments nor shared skills, if that's what you mean by "half in half". The decision to base bonus stats ONLY on class, rather than overriding with a new allotment set when swapping to a job branching from said class, and the decision NOT to modify any inherited spells did that. These are not necessary limitations.
Examples? The only reason stacked or narrowing class choice would result in power creep is if the game specifically failed to balance the weight or outputs from different roles, classes, or other forms of load-outs. (See EDIT.)
As above, that would simply be a failure of balance — of implementation. None of this is relevant to a system of having Broad & Focused class tiers. I can understand your thoughts on the subject, but not what relevance your post here has to what you've quoted of mine.
EDIT: This seems to be where we don't see eye to eye. Picking BiS skills and making best use of them through optimal gameplay is teamwork, technically. It might not feel particularly "together we stand", but if that is where design has placed the optimal advantage by which a party, working perfectly in conjunction, most quickly clears a given overall challenge, then that is the best choice for team play. It is simply a failure (or at least, lackluster aspect) of implementation that a skill that has no party synergy or is otherwise unengaging would most contribute to party success, not some fated flaw in concept. Whether is comes through a bank of skills shared between classes, among a role, or unique to a given class is irrelevant to that. One wants what's engaging, but will, FOR THE SAKE OF TEAM PLAY, pick what is optimal, even if dull.



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