Originally I thought they were going to make blue mage 'the job' that you go to to absolutely wreck old content that was not active anymore (so solo), such that players could do content that is normally not possible solo. Especially when they were talking about giving stuff full power. I believe this would have added far more longterm value to a larger audience with blue mage than temporarily active during a hot patch for a niche group of people until people get theirs's and the content dies (meanwhile getting yours is intricately tied to people, making it a pain).
While I still had wanted to play it normal I was warming up to the idea of an absolutely insane blue mage designed for maximum fun and solo content (before the job released). Unfortunately it became clear that SE put PF first, that was their lodestone, their north star, everything else secondary. I know some people claim 'true blue' but it's only partially true blue, they hold the job back for PF and design to it's concept- it's fair to argue it would be have to be held back more for normal (death in theme can exist but it can never work at full power on any boss in a "df" setting, obviously), but that they released blue in full spirit as their primary goal I would call false, especially if you claim it was designed primarily for solo play. PF was their intent, you'd have never received such a terrible angel whisper otherwise, or the spells that require party to obtain.
I think that is part of what drives the salt so strong on this issue- I think I would have cared a lot less if they had communicated more accurately calling it designed for solo play and then intrinsically applying your best and most interesting spells to exclusively party content, calling not to be balanced to party content so they can give it the full experience but then balancing stuff to party content, saying they don't want to require people spells so they did it solo but then making content where you will need spells (sometimes by the game itself), it feels very much like a "don't look at what I did, just hear my words and believe". I don't think SE is evil but it felt bad to watch things feel like lies, meanwhile the job you had been wanting to play for years and years becomes something you've never wanted to play and think is actually not that well made (like if you actually evaluate the mechanics, in many situations things are very ".... that's it?" - right for the next 40 levels we spam one spell, cooooooooo..l.... not even 2.0 paladin was this simple). So much oof.
Also I strongly believe if they were going to go crazy that they would have had a lot more gameplay 'fun' / value if they took some mechanic liberty with the skills to create more interesting inner workings. They do this a bit later in the job, with the party exclusive skills but far too much of the job is pretty boring mechanics and especially given the situation that you have to do party content (for the primarily solo focused job? lol) to get interesting mechanics. If someone is going to claim but but not blue mage then, I would point at all our other jobs where like Black Mage's thunder is a cool proc based system, it would be far more boring if each spell was simply a potency and and elemental damage type. Here, for many of blue mage's spells, they got the most boring mechanical treatment and I feel that's a shame. Or they come with awful use vibes, nothing more fun than having to watch a self stun for many seconds.
I mean to be honest the reasons why I went from warming up to god blue ('actually' solo designed blue) have evaporated in place of PF blue because mechanically I believe a normal blue mage would have been way more interesting. Without party finder spells blue mage is absolutely more mechanically boring than any of our jobs, with PF it's pretty close to our normal jobs (with some wonky balance of course). If they had given blue mage the full financial support to build a mechanically interesting rotation I feel it would have been more fun to actually go through the motions, or alternatively if they had design blue mage more like a wild card game / diablo 3 affix jungle (where spells intermix on multiple levels, rather than the fairly basic way they interact at this time - and many of them can't due to immunities they added for balance).
I also believe you could have mixed some of the PF into that progression (of limited side)- though I clearly think it silly to make blue mage specifically a PF job (as many people point out this has huge repercussions when the content dies so quickly, but I can see ways of not removing some of the PF experience and value), like if each spell increased your spell power of the job (blue no longer using ilvl), if you wanted to run into content faster and avoid collecting everything you'd get a group but if you collected every spell (in order of their difficulty) you'd get stronger and stronger to such a point you could readily solo things. Like if you beelined to the best spells you'd need to use a group but if you got all the spells your level 50 blue mage could do the level 50 savage solo reasonably (at least with a decent kit of spells). There would also be voluntary reduction in your spell level which would grant you bonus to drop rates of items, like if you were spell level 400 you could cut 50% to gain 50% more items and 20% rarity increase. This would further again make PF not a useless concept but allow blue mage to 'actually' be a solo job. Allowing you to see all that old content you'd not be able to see reasonably otherwise (although I still think ultimate should be held off exclusively as a trophy, like maybe you can do the fight but you'd not get the achievement).
Technically I'm not really even against PF limited job concept, I just think choosing blue mage for that was a bad idea. If you wanted to have nuts blue mage it should have been 'actually' solo designed (not mostly PF, with less solo value than any current job in the game has - our normal jobs have more solo design and value than blue except for like the 5 FATE bosses not immune to doom already, and many players want that to change too lol), if you wanted to balance it it should have been normal, if you wanted both you could have done both.
In order of happiness I'd probably have Normal Blue + God Blue (limited side content that is approachable for everyone and designed for solo play), Normal Blue + Limited Blue (blue as is), Normal Blue, God Blue (solo play blue), any other sort of limited job instead of blue (saving it for another time), and I guess if I have to list it 'limited blue' (I don't like straight out removing content but I've a negative image of the job, such that it occasionally sours my mood when I look at the job list- as I've enjoyed leveling every other job in the game but feel blue mage was not delivered very well for multiple reasons ranging from gameplay to communication). In general I think any job that is quite known should be both (advanced job) or using a different name to avoid hitting the fans who had really wanted to main that job, like making Beast Master both or calling it shepherd instead for limited. A job that I think would have worked really well under PF focus limited content would have been a magitek pilot, you would have avoided a lot of trinity, added a lot of freedom to spells and encourage a new style of gameplay, and due to how you visualize progression to mechs it would be easy to have the window of progression evolve smoothly along with PF and avoid such problems that blue mage has (progression can neatly mix linear and horizontal as well as a previous patch softening, making getting up with the PF smooth and joining at random times reasonable rather than).