Copy paste from the other thread:

I'm a huge fan of Chakrams. I don't really want Dancer to be a healer honestly. If I were designing it, I'd probably have Dancer be a melee DPS that uses Chakrams. The idea would be that it's a whirling dervish of dancing death with fast paced mobile combat. Lots of low fast hits and the ability to transition to a ranged form (think opposite of RDM). In that it can use chakrams as ranged weapons for a brief period before returning back to melee. I'd even support it being a "melee version of a BRD/MCH" with some utility attached to it. I draw my inspiritation from a game called C9. It was an niche action MMO, but it had a chakram based class called Erta that was STAGGERINGLY fun to play, even if the game itself was pretty mediocre/bad.

Ideally, DRK should have used scythes instead of great swords. This would have further opened up great sword for a slower more powerful melee DPS job (DRG, NIN, MNK, and SAM are all pretty "fast" jobs).

I think the game may need to shift to allowing jobs to differentiate from roles in the future a la specs, or open new avenues of job customization in the future. It's going to get strange in a few years when the source material dries up and they're forced to create content that stands on its own with no guidance or nostalgia to bolster it. While FF is a massive universe, there is a ton of overlap between them that limits the depth of the pool somewhat.

A few examples could be:

Holy Knight/Swordsman - a la Agrias, Wiegraf, & Orlandu. This "spec" would drop its defensive utilities (HG, Cover, Sentinel, etc.) and pick up more offensive abilities. It would be built off the PLD archetype, but still uses a Sword and Shield and heavy armor and be a DPS.

Chemist - Branches off from MCH and is a healer that uses an elemental pistol. It specializes in "Mix" to craft items that do all kinds of positive and negative effects to be used on the party and enemies.

SAM - could be a tank iteration of the job that specializes in less physical attacks and more "Draw Out" katana effects with blade parries and other defensive utility. Same thing could apply to DRK, a DPS and a tank iteration.

Obviously not all jobs have the ability to "branch out", but it might offer some room to add new jobs or at least differentiate them enough where there aren't a lot of new ideas for jobs.

Alternatively - maybe they go an expansion with no new jobs and focus on revamping a lot of aging systems/code. I'd support that.