Quote Originally Posted by SaberMaxwell View Post
Machinist has literally no control over its burst phase until Lv64 abouts (Cooldown), and no good control of it until Lv70 (Flamethrower). Dark Knight is missing The Blackest Night until lv70, and most of its defensive kit is balanced around it having a 15 second recast 20% HP shield.

You don't feel the imbalances of these jobs sub-cap because the situation is so rare that you're taxing the sub-cap kit to its limits. But imbalances definitely exist sub-cap, and some jobs play completely differently and often have extreme variance in levels of efficiency. This is generally fine though, the dev team has made it clear they balance for level cap, and level cap content is what matters the most because of endgame.
All that really matters is that the jobs can complete the duties within their level range, regardless of the level. Whether they play differently at various levels (which would be obvious for progression to exist) or with less balance or efficiency is irrelevant outside of being able to complete those duties. It's also part of growth. When the jobs haven't fully "matured," it is expected that they would not be at their best. That doesn't make the jobs broken before they're at their best.