I like the new card changes, they seem more fun than the current cards. Only two out of the six cards are actually useful in most situations, and that to me isn't interesting at all. The other four (Bole, Spire, Arrow and Ewer) either have very specific uses that are only good for one or two jobs (Arrow only being good for BLM and SS SAM), Royal Road fodder or you just shrugging and going 'I guess I'll Minor Arcana it'. The cards that you want to draw, which are Balance and Spear, are pretty much the only useful cards in every situation. Though Balance being more important than Spear in this instance. Every draw revolves around these two cards and if you don't draw them what else do you have? Arrow? That is only useful on builds with SS and, currently, BLM is the only one in this game that benefits off of SS, a good chunk of jobs currently in meta hate SS because it messes up their rotation. Bole? During big pulls in dungeons it can be useful but in endgame you just minor arcana it, that's it. Spire and Ewer? Ewer has it's uses when you are low on mana but with the changes to lucid you should be fine. Spire is only good for when someone dies, other than that, royal road or minor arcana it. When I look at that system I just say 'Am I having fun on this job?'. And the answer is a no.
However, while I am interested in the new card system, seals need changes. One action every 180s when all your cards have seals? That's stupid. My idea: keep Time Dilation. Have it be a 60s to 90s (or less) cooldown and it uses seals, but still be able to use it without seals. Like at 0 seals it is a plus 5s to the card duration and it goes to 3 seals which is a plus 20s card duration. Maybe even have the seals be useful in healing as well?
I'm excited for the AST changes, and I think because of these changes I will be switching from SCH to AST as my main healer (because lets face it, SCH is screwed). Which is sad because I've been playing SCH since I started this game.