No part of that initial design philosophy has remained since Stormblood.
That initial design philosophy, for one, didn't even have job stones, had class progression only as proficiency ranks separate from character level, had at least some value for each class from nearly every primary stat (building towards different prioritized niches/throughputs), and had virtually no limit placed on Cross-Class skills. The trinity roles that became concrete in HW (and arguably stretch back to 2.1 or even 2.0) have nothing to do with that initial vision. That initial vision could have been better, may be worse, but it certainly hasn't been relevant to present limitations in almost 10 years.