
Originally Posted by
Shurrikhan
Well, they're going to have to do something about the lack of undermechanical depth and the lackluster job system at some point.
Yes, provided that they address the past content that relies on it, is what I'm saying 
Because it'd always be better if they reassessed their system. Issue is, it takes them forever to address issues with past content, often even not being addressed at all. And there's quite a fair bit there because most past content is still expecting X things to be able to happen. Hell, ARR NPCs still use skills that got culled or reworked since Stormblood xD Which is hilarious.
Even if it's just expanding the roles a bit, there's still bosses that rely on some skills being used, some LBs, even LB generation itself.
The issue isn't that it isn't doable. Because it is. The issue is that... well... this is Square Enix ^^; and there's a lot they'd need to go back and check.

Originally Posted by
Shurrikhan
All utility is going to be limited to the systems (e.g., undermechanics) available to be utilized. Can't levitate to avoid ground damage when there's no Z axis. Can't earth-barrier to avoid lightning damage when there are no damage types beyond Physical, Magical, and Dark/True/Absolute. And that's not even accounting for the redundancy of eHP or, worse, healing increases in typical content in which healing requirements are so low.
True. At one point I was talking to my friends and I pointed out how you can't have the same sort of stuff from FF11's classes like Corsair and Scholar. Because some stuff just doesn't exist. But I still went through it for the hell of it and compiled some stuff that they do based on what we could have in FF14. Stuff that right now we don't do:
COR skills:
- Autoattack Evasion
- Increase to attack range (finnicky)
- Increased healing received
- Increased defence
- No MP cost (finnicky, needs to be limited on classes whose gimmick revolves around MP like PLD or BLM)
- MP Restore (Remember when BRD and casters could do this? Pepperidge Farms remembers...)
- Double Attack/Double Hit
- Movement Speed
- Instant Casts (though it's useless on physical attackers)
SCH skills:
Penury: Reduces the MP cost of your next spell
Celerity: Reduces the cast time of your next spell
Accession: Have party members share in on your next heal, like an AoE Kardia. But the cost of the heal is doubled.
Obviously, having stuff like "barfire" isn't going to work in this game. Damage is either Magical, Physical or that weird third version in ARR/HSW. But they could honestly be creative with these things. Also, there's no need for a Z Axis: FF12's Float allowed you to do just that, it was just programmed to ignore some stuff. You weren't really floating. BUT :P this one's just a curiosity, pay no mind.
Now, I won't say that this MUST be what they must add in terms of utility. As you can see, I even labelled some as being problematic. I'm not saying that I'm right in this, just that I think the current system needs "more". But I'm not a game dev, they're the ones that would need to think hard on this. And again, some stuff are things we used to have, like MP Restore tools.
Otherwise, we'll need to rework different jobs to get out of the super strict system we have going on. Especially with healers. Before SGE came out, a lot of people wanted a healer that worked off of dealing damage. With the way SGE works right now, it's totally doable to rework it into something along those lines. They just need imagination and to not be so strict. Because what I said before was that their strictness is causing the current system to only care about damage numbers and healing numbers (both ours and the enemy's). And such a strict system will water down roles just as much as simplifying classes waters down jobs. The problem is getting them to understand that and take on the work, given how past content would need to be adjusted to it.