but you have a habit of jumping on anything thats not fully developed without a positive thought...
So you could say you aren't asking for an entire design document, but if its anything short of an entire design document you have been creating flaws out of thin air and only looking at the downsides of peoples ideas rather than the positives.
...what? its closer to zodiac styled than time mage.... Also Astro wasn't really a class in FFT. one character could use astro and he wasn't even recruit able. Astro is probably the most unique class to FFXIV currently as the tactics astro was more of a shield mage/status support unit. If it was a time mage in any sense it would have
Haste
Haste 2
Slow
Slow 2
Stop
Don't Move
Float
Reflect
Quick
Demi
Demi 2
Meteor
Teleport. Which are all iconic time mage abilities.
AST has almost no connection to the time mage style.
Point: AST has a less of a connection to time mage than to chemist, and AST is only connected to chemist in its current form by the devs original design issues that you mentioned in your first post.
Time mage would be very difficult to get right tho in this game for many many reasons.
The ASTs moves that look similar to clocks are horoscope wheels. Even redraw is not actually a clock but an array of cards spinning out from the Astro's arm. The only aspects of AST even slightly related to time are lightspeed, and diurnal vs nocturnal sect i spose.
Spender AND limiter. so couldn't a separate resource with more unique qualities be developed for chemist that works as both a limiter and spender? IE very simply a charge system of components where multiple components are used for a single cast. You could even make the charge speed of the components for this section of the class tied to piety if you can dispel disbelief for it.
Point being getting antsy about an alternate resource on a healer than MP is stupid. There are many other forms of resources that could have limiters imposed on them such that they would work similarly when overused.
You are the only one requiring mechanics in this discussion.
It's not a problem. When designing something most people start with aesthetics and then work from there to discover how mechanics would allow those goals of class style to be achieved. If you aren't using aesthetics and playstyle for the basis of your class design what are you even making? You are still treating peoples creative ideas like trash just because they are opposed to your original statements and desires.
Also heck you could give it a chefs knife as they could also equip daggers in fft, and then you'd have a weapon they used to help prepare ingredients, wouldn't be my choice tho.
I'd just straight up give them a potion filled belt as their weapon where a single potion is drawn from the hip when unsheathed. (similar in uniqueness to how Monk weapons sometimes overtake the gloves cosmetics and stay on hands)