Quote Originally Posted by Shurrikhan View Post

I'll go further, though. BLU's kit presently sucks without enemy weaknesses, and simply applying weaknesses across a given piece of content, while fun, could annoy some.

What you do instead then is offload a large portion of the impact those mechanics from the mobs' characteristics to the BLU's own mechanics. Saturate a target --> Lightning crit chance is increased and certain Ice spells can reduplicate a portion of the previous Water spell's potency. Etc., etc.
We already kind of have the beginnings of that, though. Aqua Breath (water) into High Voltage (electric) or Northerlies (ice); Hydro Pull (water) into Ram's Voice (ice) into Ultravibration (sound?); Peripheral Synthesis to Mustard Bomb (fire)

Such would allow for elemental kits to have relevance beyond whatever overlap they may have with "pick the top dozen potencies" (from which --apart from perhaps Cold Fog, Surpanakha, and Tingle being taken only for Triple-- they were largely pushed out in favor of unaspected and physical damage).

I actually like the way BLU is presently designed, as it seems to have a loose "water spell" theme to it that no other job has. I don't see the point of making it an elementalist job like every other caster when this "water-status-combo" gimmick is fantastic and could be developed further.