The answer to that is actually much simpler than that. If the talent tree is a supplement, then there is the core there. The class in itself would be largely in the skills that are set in stone.
Think about Scholar and Summoner for a moment. Both of them have the same basic toolkit. Let's ignore the major mistake a DPS class being the core for a healer. But that's the core in the form of Arcanist.
Since that core is there, there is no need to duplicate it. Making a new class entirely you will need to make that "core" again. And either you copy it from the original class (if Scholar was an upgrade of, lets say, Savant, then that Savant would copy the skills of an arcanist) which either makes the two classes so similar they could be one and the same to begin with (duh), or you have to change the aesthetics at least which would result in copying the skill effects, but would name them differently reducing the pool of names for actual new skills in the future. Alternatively those core skills could be made completely different (like, if this Savant would have an entirely different toolkit from Arcanist), making it bona-fide new class...but then you have to do TWICE as many skills in design. And the core skills usually are the simple things that are mostly copy-pasted with potencies switched around, so they are rather...unexciting. In both design and practice. So twice the design work for barely anything more.
These "talent trees" could even be leveled separately, so the "lazy" excuse is not even valid.
Now, what is a bad idea is to bleed into different roles, unless the core would really be basic. That's what they did with Arcanist and Scholar and that absolutely did not work. Frankly, the team behind FFXIV is absolutely not able to properly balance the core between two different parts of the trinity. It's just not something they are skilled in, and it is not easy either. You can see that the game is simplified because they simply cannot cope up with balancing more complicated mechanics (they and some of the playerbase both). So I'm afraid that if such a thing would happen, it either would be ill-suited to a trinity system made by this team, or it would need to be mostly lesser in effect or entirely about play-style rather than role. As in, a paladin could get a bit more healing, but could not be a healer (changing survivability from brute-forcing into healing himself up, for example, paying for the ability to help the healers for non-tanks with having a harder time to deal with tankbusters himself). Red mage is a good example. The healing of a red mage is good enough to keep the party floating even without healers for a short while, but the healers are imperative in the long run. Red mage loses on damage however as a result.
And these "specialties", is what I'd like to see. Not reinventing the wheel.



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