Accessibility and Diversity.

We like to cry foul of 'balance' but the reality is that when we talk balance, it's almost always just a numbers issue, and we know that SE balances around the average of the lower end than it does around the average of the higher end. Number issues are easily solved by just scaling things up or down.

Diversity, however, is what makes playing different jobs exciting. Seeing the game through a different lens, seeing the problems and solutions an individual job is privy to, and having that widen your scope of the game.

Accessibility is a mixed bag. Almost all the complexity in the game is in clearly marked content, Normal - Hard - Extreme - Savage - Ultimate. However, it is better for content to be widely accessible as opposed to not - The gaming community will always find ways to add more challenge to content no matter how "easy" it is. That said, the game could use some more initial complexity with its jobs. Some more crunchy feedback for when you do things wrong and right. (RE: Tornado Kick Monk) As it currently stands, since Stormblood, you can generally hit about 80-85% of a job's maximum output with basic understanding of overall game knowledge.