The job system has been lacking depth since 2.0, but the original class system in 1.0 and even the 1.0 version of the job system certainly were not. In the original release of FFXIV, every ability you learned was just another ability that could be assigned, and the number of abilities you could assign was based on your level. So if you wanted to be a pugilist with zero pugilist abilities and all lancer and marauder abilities, you could. That system didn't last long, but while it did, it resulted in certain classes being mandatory to level and everyone of every melee class using essentially the same skills. This is "depth" but it certainly wasn't good. That's why they got rid of it.
I don't think the evidence exists that could back up the claim that FFXI didn't suffer because of things like this (or that it did). But that's a pretty big assumption. The worst case with the /NIN situation was that people stopped playing FFXI. Indeed, FFXI had far less subscribers than better-balanced games that came later (including XIV), and this could very well be a factor in why. Other truths about FFXI, such as DRG being shunned for years, BST never getting parties really ever, BLM not being useful in Colibri parties, and so on, also most likely hurt the game's subscriber base, and much more so than having to sub NIN.
A web? Clearly you've never played FFIII! But anyway, as someone else said, if you like leveling, and you get everything to max level, make some alts. That's what I did. I mean, I think I'm crazy, but maybe you're the same brand of crazy.
Aside from that, there are advantages to having multiple jobs leveled, as people have pointed out. You get more plot (i.e., job questlines), you have more options, you can take better advantage of multi-job max-level gear, you can come as whatever is needed in level synced content like Eureka or when helping a friend level, and so on. Does there really need to be an incentive beyond the act of leveling jobs being fun?



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