And? buff the jobs thats the thing, balance is about numbers not gameplay design at the end just buff the job number, don't give it inner release.
PLD not only was the worst mitigation tank in HW and do lower dps, his gameplay was boring as hell, was only royal authority and goring blade all day, compared to the complex WAR and DRK gameplay the job hardest part was fight the monotomy, and after that they could buffed his defensive kit and his overall dps and solved the balanced problems easily without touching the gameplay, again a job performing worse than others it's a question of numbers not design.
you keep going into job specialitys WAR doing most damage, DRK magic beast ect ect ect and that's have nothing to do wich what i said.
example here, SAM and BLM, both jobs selfish high dps, gameplays can't be more diferent betwen this 2 and are pretty well balanced right now whats your point now?, homogenization should always come over job performance not job gameplay about how they archive that damage, or mitigation or support the party wich is where current tanks desings fails.
WARs complaing that they didn't have any kind of utility no not having a raid mitigation tool and still despite they get a raid shield like PLD it's works way diferent from divine shield with is own perks that make the skill unique and not being superior to DV despite being the same kind of utility wich is the point here.
now compared this to the lazy implementation of dark missionary and heart of light both being a 15% magic damage mitigation with the same recast oferring nothing to the identity of DRK and GNB.
gameplay diversity perhaps? not every job needs to be a complex machine to archive great results and having diferent gameplays you could easily target diferent players demographics, WAR and DRK being more intricate with they gameplay in they orn way make them unique, PLD being less complex and still archiving the same result make it a perfect choice for ppl who want something more simple to manage, if you make everything the same then you make most of the players demographic have nothing to play wich is as a example a problem for me right now.
Tell that to the entire dps roster, each one being complete unique, some having burst tipe of damage, others having more sustained damage, having high personal dps or having low personal dps but ofering powerful raid buffs and they still are there, more or less pretty well balanced and no fights desing offer a problem to any of them.
Tanks are in the worst position ever, playing the same the role doesn't really offer gameplay variance, the party contribution it's laugable and our personal mechanics are non existent, we are the most brain dead role of the game right now and this didn't help to raise the tank population numbers.
i played DRK the entire SB, you know the expansion where the job was the worst at dps, mitigation and utility, and the entire 1º tier i did it with pugs all the time from aletier to neo exdeath and i never being rejected for being a DRK not even i find my static later one, no objections so this is mostly a over exageration.
accessibility to savage and ultimate it's a nonsense, the western playerbase are still the one with so low clear rates despite making everything brain dead, ppl getting in to savage it's a problem of western mentality not the game or the jobs, ppl only want fast satisfaction and don't put any real effort most of the time to get things and thats not a problem of the game, if they make everything more accesible then stops being called hard dontent.
tanks wasn't needlessly complex at all, they didn't require more time than a DPS to master the job and the complexity of the role was exagerated, heck even now when veterans complain about how easy and braindead it's everything most ppl still belive tanking is hard, so they didn't fix anything, they just make things way worse, even the JP are complaing that the quality of the role it's pretty low right now.