Are you F'ing kidding me?
1) Pgl and Mar requite an extreamly close attack position to perform AA to gain TP. w/o TP they can't output the damage. Sear will slowly dwindle down thier HP which will require either a mage to heal or the DD to heal themselves which reduces their damage output.
2) Animation lock is the HARDEST part of Ifrit. in order for a melee to keep up with the damage they need to do 3 step combos. It becomes extreamly dangerous after hell fire to the point that risking death isn't worth it.
3) THms can 2 step their thunder combo for 700+ damage, while remaining at range and not having to worry about animation lock as much as a melee.
the content isn't balance to the classes.
Just because you can defeat the content with any of the classes = balance. It should be just a difficult for a mana burn PT to clear ifrit as it is for a melee burn if it were balanced.
Expect incoming nerfs to base magic potency. Or mobs that build resistance to one type of damage if used excessively.