We can only hope there will be a pretty massive balance overhaul. What I would like to see:
BLM: Significant buffs, refer to the half dozen threads including the 90 page megathread for my thoughts on this
SMN: Should stay the same, to be honest. It's the only caster that is even CLOSE to breaking the physical meta. I might "consolidate" the effects of Radiant Shield and Contagion to be both physical and magic damage +3% plus the shield hit. Remove Wyrmwave from Addle, possibly add 50 initial potency to Tri-Disaster on account of Miasma III. To reiterate, I really don't think any caster should be nerfed with the state of the meta.
RDM: Increased effect from Embolden maybe to 20% diminishing or static 10%, please also include both physical and magical damage, possibly some small potency buffs depending on what is given to BLM
BRD: no need to change, maybe give its own piercing on straight shot
MCH: probably no need to change, I MIGHT suggest lowering its Wildfire burst and increasing its filler damage just so that it's a LITTLE less punishing, but it's probably fine. Maybe give its own Nature's Minne equivalent since BRD really still wins in the support department, or increasing crit rate of anyone within range of the turret like BRD with the songs, maybe give its own piercing on hotshot and make it 30 seconds again.
DRK: Please give back Scourge and make it increase gauge, maybe small potency increase on Carve and Spit, possibly on some others too. Oh, and make the gauge look good like the other two tank gauges, it looks so weird.
DRG: Remove piercing down from Disembowel and instead give +5% damage a la Twin Snakes (note that this means BRD/MCH would be buffing DRG with piercing now if they get it)
NIN: 5% Trick Attack please, also shorten Shadewalker
MNK: Make Brotherhood work for magical damage as well, remove blunt down and increase all potencies accordingly, or make Dragon Kick another buff to maintain like Twin Snakes and Greased, possibly even more potency adjustments, aforementioned quality of life
SCH: reduce the initial potency of Miasma II, make the DoT longer (for the same total potency as the current Miasma II) and add a real AoE filler skill (Splash). I might also recommend allowing SCH to have access to Bio/Miasma III and reducing the potency on Broil II. And for the love of all that is good and holy PLEASE FIX SELENE not to have a useless silence and a worse-than-spread-arrow buff.
WAR: probably fine
PLD: probably fine, but to be honest maybe a little lower pot on holy spirit even still. DRK really should be stronger single target than PLD considering all the support that PLD brings, so either lower PLD single target damage by a small margin or increase DRK's a little more (see above).
SAM: possible potency increases, consider adding aoe damage up skill (read the dialogue about how "pure power" DPS does not fare well in this game and some utility should be on every job), possibly every job in range of the SAM gives the SAM increased damage
Other adjustments:
Invigorate also dumps enmity in addition to its current effect
Diversion also dumps enmity in addition to its current effect
For the love of god, implement a "preset" system so that ACN respawns with 3 aetherflow stacks and so that AST can have a set of cards saved as "default" ready at respawn and preset oaths and gauss barrel etc etc
In case I missed anything, EVERY SINGLE SKILL that says "increases physical damage" should also include magical damage. Come on now. Also, find another creative way to discourage BRD+MCH comps with no caster, please.
Prune/tweak some of the role pool. Erase? Doesn't even work on several DoTs that HAVE THE WHITE BAR meaning they can be "esuna'd" Crutch? Don't make me laugh. "Hey can I get a Crutch please?" -said no one in any party ever.
Increase the amount of enmity reduction from diversion, or maybe take Diversion off the melee role completely and instead give them their own "Shirk" that ONLY gives their enmity to the target that currently has enmity.
Possibly increase surecast and arm's length to 8 seconds, give an equivalent of this to DRK
I might suggest streamlining tank stances a little bit better. Make Grit/Shield/Sword off-GCDs that cost no MP like Defiance/Deliverance, possibly consider toying with the amount of damage output reduction to encourage players to stay in tank stance more for less penalty.