I mentioned nothing about its balance relative to other jobs. I specifically referred to its internal balance, e.g. the value of its own skills relative to each other. There is little rhyme or reason to its arsenal outside of a few small "combos" of debuff application and spending, which likewise does not work on bosses. A skill will works, has a chance to work (which diminishes its relative value the longer combat continues, but stages only between "spam", "fill with", and "avoid" as enemy HP decreases, rather than any more significant weaving), or does not work whatsoever -- leading skills to either be categorically (not even elementally, mind you, as that applies only to Masked Carnival) overwhelmed by others to the point that only a fourth of the kit is ever optimally usable within a given fight. That is an internally imbalanced and incomplete design.
For the rest, you only further prove my point that creating a cohesive and internally balanced BLU kit would take considerable development time. For status effect skills to work, categorically speaking, across all encounters, status effects would have to move to granular systems much like damage. Pure balance would require drain resource. Optimizable balance would require enemy "resistance"-calculating stats against which the status effect's potency*caster SP (i.e. "debuff damage") can act.
Learning and an oversized arsenal cannot be sacrificed while remaining BLU.
Status effect skills cannot be sacrificed while remaining BLU.
But internal balance cannot be sacrificed if a job is to have a compelling kit.
There is no paradox here. There is no dead-end or fundamental conflict. It just requires certain undermechanical revisions, which would work to every job's benefit regardless, and development work.
As for the rest... actually read my post this time. In most of your replies you've done little more than restate my point, but angrily and with some very strange asides.