I'd honestly just like to see the entire system revamped if possible.

A: Greatly reduce the effectiveness of limit breaks and make them player/individual specific.
  • Obviously we can't have 6 healers in alliance raids with a party-wide Full Cure/Full Revive mechanic etc, etc.
B: Make the limit breaks job-specific instead of role-specific.
  • Make them more similar to 2-hour abilities from Final Fantasy XI in terms of power and uniqueness. Poor Examples Below - I realize these are unbalanced and unrealistic, it's just an example of the difference between "Role" Limits and individual limits.
  • White Mage: Sacrosanct- Fully Restores HP&MP to all allies, and reduces incoming damage by 30% for 10 seconds. During this duration, the Lily cost and GCD for Solace & Rapture are ignored.
  • Scholar: Faerie Circle - Eos/Selene mimic all of the Scholars Healing/Shield/Support abilities at a reduced potency and allowing shields to stack.
  • Astrologian: Celestial Stasis- Freezes all enemies & active aoes on the battlefield for XYZ seconds and making all enemies/allies invulnerable to damage. During stasis, Synastry is applied to all allies - At the end of stasis, apply all effects of all Cards, Diurnal/Nocturnal Sect, Divination, and Horoscope to all allies at an increased potency and duration.
C: Make them one time uses per run/attempt.