Anywho, back on topic, my personal thoughts on some future jobs -
Geomancer - Caster DPS (Bells, Rattles, Wands): A support-based totemic mage of Yanxia that cycles Earth, Wind and Water magic (possibly building into Fire magic finishers?). Some potential skills could include Tornado as an enemy grouping AoE tool, fields that buff allies' damage, and variations of the Malediction and Evocation spells. There's loads of potential for another elemental caster besides BLM, such as one whose attacks of a given element enhance another element in a sequence.
NecromancerWitch Doctor - Healer (Scythes and SicklesRitual Daggers and Reliquaries/Fetishes): A primal, dark healer of Meracydia who uses sacrificial magic and occult superstitions to pull allies from the brink of death. Weave damage-dealing with healing through Drain spells and risky transfusions. Create brews that temporarily turn allies into undead to give them survival bonuses, or curse foes to receive more and deal less damage.
Corsair/Pirate/Musketeer - Ranged Physical DPS (Dual Pistols): Maritime raiders from Aerslaent who fight as much with pragmatism and wit as with style. Combines aspects of the Gambler with the Gunner to create a rapid-fire sharpshooter with a dynamic, reactive rotation that manipulates slot roulettes for favorable outcomes.
Spellblade/Ravager/Mystic Knight - Maiming Melee DPS (Magic Weapons): Soldiers of old <insert nation here> who wield elemental magic to enchant their blades and cripple their foes with debilitating strikes. Cycle through timed enchantments to empower part-physical part-elemental melee strikes and fuel quick-cast magical finishers.
Beastmaster - Limited Job (Whips): Capture enemy beasts in the wild, train them to develop new abilities, and battle by cycling between your pets in the arena. Oh god that's just Pokemon isn't it-
No, I don't think these are all likely. Yes, I'm aware that I listed two ranged jobs and a melee even though that would be more than we need in the roster.