Quote Originally Posted by SeverianLyonesse View Post
* Blitzer - Scouting job, blitzball weapon, 50 percent melee rushdown, 50 percent ranged attacks. Some group buffs ala Tidus's Cheer/Haste, some enemy debuffs ala Wakka's Triple Foul. Maybe some water themed abilities.
* Green Mage - Tank job, greathammer, greater emphasis on DoT/Debuff management (I know the counterarguments to DoT classes and I don't care, 48 man raids should not limit 99% of gameplay) and AoE attacks. Earth/plant-based abilities. A kind of melee counterpart to RDM.
* Shaman - Casting job, toli/mirror weapon, abilities themed around light, reflecting attacks, and illusions/decoys. Kind of a barrier-ish DPS counterpart to SGE.
* Corsair - Aiming job, dual hexaguns (because snake eyes), dice-themed abilities as kind of a damage/buff counterpart to AST and a soft reference to X-2's gunner and lady luck. Add some hand-grenades to give people their chemist fix. Corsair from XI was just an all-around good concept, so I don't see why they can't just bring it back wholesale, but better.
* Sender/Ancient - Healing job, monk spade weapon. XIV's version of a Necromancer job. Basically a hybrid of Yuna from FFX and Aerith from FFVII, lots of pyrefly/lifestream effects and rezzing buffs/bonuses. Soft geomancer with ground/AoE buffs/debuffs. Could maybe be a good job for progging or keeping sprouts alive.

I also wouldn't mind a "Judge" sort of time mage with a dual-weapon polearm sort of thing. But it has a lot of design hurdles, particularly reconciling that it wants Maiming armor but wants to play as a Tank or Caster.
A blitzball inspired job that uses bombs instead of blitzballs would be amazing. I could see it being quite a serious job. Maybe they could call it a bomber.