The original 1.x roadmap intended that you could learn new skills from a combination of combat itself and NPC interactions. Fight alongside Yellowjacket spearmen and you may learn something different than you would from the Flame Cavalry or Gridania's Wailers. Fight giant crabs, targeting their joints via the incap system, and you're more likely to work out armor penetration techniques. Fighting wolves -- buffed with each time they bleed you -- you're more likely to learn defensive skills to keep them at spear's length, by first doing so more manual means.
That concept never came through before the whole span of "build your own job" or "get better at what you want to do by doing it" design philosophies were made anathema and dumpstered in favor of nearly zero-customization jobs, but... that runs awfully close to BLU's "core concept". You're describing a job based solely off its mode of skill acquisition, when universally applicable improvements could very well include that for everyone. That's not inherently "unique". It's just being the one job that isn't terrible in X aspect, which, in the case, has nothing to do with combat itself.
That is something BLU can uniquely excuse being added to the game, but if it's to be something truly "unique" to BLU, in gameplay, it will only be so liminally or because SE dropped the ball in following through.
What's unique about BLU has far less to do with how it acquires its toolkit and far more to do with the expanse of that toolkit, the myriad ways it can interact with a fight and, in that process, itself. That might not be as easily tagged as "monster-learned skills", but it's what actually makes it feel different in how it plays, not just the shape of its grind path.



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