The biggest downside to this Card system gutting, is the lack of agency we now have.

Sure, fishing for Balance might be irritating, but you did have options in Spear and Arrow, and the option to decide where these cards would be most effective.
Who’s doing the most damage? Who benefits more from Crit? Who benefits more from speed?
Now, you get a half-Balance to use on the player the game has selected for you to use it on… which basically makes the melee/ranged distinction pointless, you will use it on whichever gives the full effect.

How I would do it:

Minor Arcana and Seals stay as they are. Lord/Lady giving 8/4% to melee/ranged, and Divination giving AoE 6/3% based on Seals.

Balance: 8/4% Direct Hit to Melee/Ranged, grants a Solar Seal
Spear: 8/4% Critical Hit to Melee/Ranged, grants a Lunar Seal
Arrow: 8/4% Speed to Melee/Ranged, grants a Celestial Seal

Bole: 8/4% Direct Hit to Ranged/Melee, grants a Solar Seal
Ewer: 8/4% Critical Hit to Ranged/Melee, grants a Lunar Seal
Spire: 8/4% Speed to Ranged/Melee, grants a Celestial Seal

This way, you have the same ranged/melee system, but maintain some agency as to which method of DPS increase you employ and where.
Each option isn’t a full on Balance, so there’s nuance to your choice, and potencies increased to 8/4% to account for that, but each one upgrades to a Balance via Minor Arcana or Divination.

Draw a Bole, that’s as generic as you get, use it on a ranged DPS and get a solar seal.
Draw a Spear, do you have a Monk? Great! Use it. Do you have a Bard and Samurai? Oh... maybe it’s more useful on the Bard even at half potency… get a Lunar seal.
Draw a Ewer, you already have a Lunar Seal, Minor Arcana it into a Lady for a flat damage boost for ranged.
Draw an Arrow, you have a BLM and a NIN? Then it’s actually better to use on the BLM even though it’s down to 4%. Get your Celestial Seal.
Use Divination for your 6% AoE Balance.