Quote Originally Posted by kaynide View Post
To OP’s original question: overhaul jobs entirely and abandon the trinity, Guildwars style. Give all jobs abilities to self heal or dodge mechanics, but in different ways.


-or-

Rework to make the trinity actually matter.
Kind of on the opposite bend, myself. I'd like to go back to the initial concept of character level being separate from proficiency ranks with the different martial and magical arts (though still with jobs as more pre-packaged forms for those who don't want to bother with so many options), every weapon choice and loadout getting some use (though differently) out of each primary stat --and, ideally, being able to change weapons in combat (with weapons influencing qualities that in turn influence also the rate at which you acquire related/synergetic skills via those martial art proficiency ranks, and the types of spells you use doing the same for magical arts).

Rather than tying to pidgeon-hole jobs around templated within a trinity, just let each martial/magical art and job have its own mixture of role-useful capacities. Think more of a pentagon/decagon/etc. graph of strengths, rather than a single fixed role. Acquire and master new martial and magical arts as we like, but with the character itself being the main focus and omni-leveling being more as a sense of horizontal progression with occasional modest dips in strength when trying something we don't yet have the best-fit gear, practice, or synergetic skills for (rather than the repeated isolated vertical progressions of leveling each class/job separately).