With the blue mage exp buff allowing many more people to quickly hit level 20 I wanted to reiterate in this post something I stormed up later in thread - the idea of advanced paths/jobs for the chocobo. Say for example the base tank route is at rank 10 (meaning maxed), now you have the ability to collapse all of those buffs and spells into one complete node. This node could be utilized as a equip-able passive slot which I'll call sub job/node now (if SE wants to add some unique customizing and better balance control) or it can be an always on passive that doesn't take up a slot (meaning each job finished just makes your bird more and more powerful). I say customizing because it means you could unlock many job nodes over your experience with the game but you would make a "build" of three currently in slot (ranking area) and one in sub job at half power (more details on that below), which is quite a bit different than perhaps keep it all, getting a very powerful bird that is also not really tailored once all things are said and done.
May visualize the nodes as chocobo job stones, where in the chocobo can have many job stones active at once (unlike us). And the passive slot like FFXI / FFT with sub jobs where you can level up a job and then put it under another at a lesser but still VERY helpful power bonus (gaining /some/ skills and powers).
My suggestion is that the node will be at full power if equipped in the rank section or half power if equipped into the single slot of passive (next to barding equipment area). Such that if the basic defender path gave you 100% hp and three kick abilities the collapsed node equipped on the sub job slot is 50% hp and a kick (very similar to sub job in other FF titles). You could move it back into the ranking section for full power but then you wouldn't be able to equip/level a new job in that place. You might wonder why the node has less stats when in the sub job slot near barding section, but that's because once you upgrade your basic rank path you can choose to replace it with a newer advanced form (with more powerful, and likely more niche options) - so it's that old job added on top of another thing (it's better in the end!). Then you may wonder what's the point of letting players equip the node back into the ranking section, that is simply a huge QoL for players - lets say you rank EVERY CHOCOBO JOB (wow good job) so now you want full power X, Y, Z (of things you already own nodes for) and half power sub job G... well you're in luck you can do that all (you don't have to rerank something to hold it in the rank area, your node can exist full power there just give them the node (job stone)).
It would be a good idea to think about how SE will lower the chocobo level when collapsing and if they need a different exp system, since if you remove 10 ranks worth of exp from a chocobo (to collapse a node, so they can earn a new node on a new job) you'd be at drastically different levels at the end based on what level your bird started at (20->16 or like 10->1 lol). There are some exp curves to think about as well. Besides just allowing that weird relationship (it could work, it doesn't have to change much) I could suggest two other systems instead of our current level 1 to 20 chocobo either:
A exp is a currency, aka dark souls sort of system, which would be similar to what we have now but more straight forward (chocobo experience is poured into a job to rank it up, like in souls to stats).
Or each job gets a share of the exp when monsters die (max ranked jobs take no share, passing it to the remaining) and that % share is modified depending on what mode you're in (healer, tank, free, damage). May visualize warframe a bit for this one (personally massaging the current exp curve or using the "souls exp" system would be better).
In this way the content above (like easier/smoother leveling experience and mini games) isn't lost on max level chocobos, and the journey for those who are at max rank is not over. Some of these advanced jobs could be unlocked by default while others are rewarded from various content, like a gambler job might be from the Golden Saucer, while choco knight is default available. Also consider with chocobo breeding as another way for max ranked players to be able to value the above content.
Some of many possible ideas could be:
- Black mage / summoner kit that allows chocobo "black magic" and ability to summon a "ahk morn" of the chocobo kingdom (fat chocobo booty pound) - perhaps a reward high up in the chocobo beast tribe system.
- Red made type that focuses more on enfeebling the enemy and buffing you (the side of red mage we didn't get so much of in FFXIV's variant, which is cool I think FFXIV red mage isn't bad (just my imo~!!! lol))
- Thief, giving the chocobo treasure hunter and mug
- Every year you can earn "Performer" from my little ladies event, being a sort of singer/dancer

- Gambler a fairly visual chance based job, inspired by the other FF title gambler jobs (some are not titled "Gambler" like corsair or lady luck).
- Explorer which adds a lot to choco passives and increasing exp gain of you and your bird - making it a great lone wolf sub job (as well as perhaps some better hot and cold senses)
- Racer could be from doing well in saucer racing - adding some abilities related to nimbleness, speed (in and out of combat)
- White mage related kit that adds esuna a few more heal oGCDs and a 2 hour cooldown passive that will call your chocobo out and raise you if you die in the open world (to allow players to easily blood port still, have a long distances chocobo kweeeeeeh and after a little bit have them approach and raise you - that way you can easily still use death as a teleport if you had wanted without triggering the cooldown).
- For the extra dedicated if you unlock x, y, z nodes you can get special jobs like perhaps a Gold Chocobo type unlock that is just generally a very good very well rounded job (like maybe not the best at niche tasks but is just a /great/ class)
Bullet points:
- At rank 10 (not level 10) of a path you may collapse that path into a single node. Depending on SE balance it will either always be on or something you can equip into a passive slot for a substantial boost of stats and spells from that node.
- Once a path has been cleared, or perhaps a special item is used to clear it (without the benefit of unlocking the node), you can replace it with special jobs that offer unique spells, stats, and opportunities.
- This system will allow players who are at level 20 (3 rank 10 players) a nice way to continue forward with the above content, also because the above content is meant to smooth out the chocobo experience they wont be left out of playing some of the mini games and quests and getting that smoother experience (they'll just have a head start over other players with low level chocobos).
They had a gambit system, long long ago, that they spoke of us allowing customization to our chocobo minion but Yoshida said no to it because he thought it was so strong it could create a bot. Imo with more interesting chocobo skills I think a gambit light system might be nice, just to tweak something - especially if you're combining two or more ability heavy jobs (like mages, but I suppose if SE designs the system well enough it should be "okay" without).
Really off the cuff wild suggestion. . . but uh. . . you could build a sphere gird for the chocobo's progression instead lol. With certain grids (the idea of "jobs" above) requiring unlocks like in FFX, so very much like the above idea but visually exciting and way more convoluted hahaha. I'm not too fixed on it but I always liked the sphere grid although I saw it as something that'd just be a nightmare for normal progression on our jobs (maybe a merit system).. well chocobo doesn't need normal progression. Anyway.. just a wild thought

. A sphere grid would require many tweaks to the above thoughts so I'm not suggesting it's a plug and play scenario, but thought it quaint enough to mention~ lol.