The fun in the system was thinking about how to use each unique card in any given situation. Even the DPS cards were far from interchangeable. Arrow and spear both benefited certain jobs more than others, but had universal utility (except arrow on MCH or lazy monks). You had to judge if redraw was worth the risk of pulling a Spire, if it was worth spreading an Arrow even if you might pull a Balance later between pulls. In 8-mans you actually wanted Ewer or Spire if you were sitting on a DPS card.
Having diverse cards with unique effects was what made the system fun. If you're going to give us 6 cards with DPS buffs, give us unique DPS buffs, that all have different base and situational utility, so that spread and RR still make sense. Balance is always the best; Arrow is just as good for SAM and BLM but still a good buff for all but 1 other job; Spear is alright for everyone but much better for bards. Add in a +direct hit, a +magic damage and +physical damage buff, and you have cards that are always of some use in group content, despite having vastly different situational utility (+magic and +physical are gimped without a magical or physical DPS in the group, but you will always have a healer that does magic damage and a tank that does physical).