IIRC in another thread I suggested these or similar, going to also add tiny extras while I can (adjust values as needed for balancing):
Balance: Flat damage boost of X%
Bole: X% mitigation. If struck, deals damage to the attacking enemy with a potency of Y (idk what number would feel good here)
Arrow: Increases Autoattack speed by X% (only want to use this on melee/ranged ideally, but there could be interesting moments where a PLD can make use of the extra gauge it'd give (lmao))
Spear: Crit rate increase by X%
Spire: X% increased magic damage (want to use this on casters)
Ewer: MP restoration. If used on a healer, causes the target's spells to echo a second hit for X potency (or X% of the initial hit, whichever), which can't crit or dhit. (best used on healers, but can be thrown on casters in a pinch. casters would only get the MP)
Basically, bringing back the flavor of the cards, making more distinction of who to play each on, and actually balancing the values so the 'balance or bust' meme stays dead. Part of the problem with Balance that people gloss over now is that it's not just Balance that was the issue, it was specifically AOE Balance. By keeping Royal Road dead and buried, and the cards single target, we can open up room for more varied design. When you're comparing '5% more damage for 30s on everyone' to '10% reduced damage on everyone' of course there's a clear winner. But if they're single target, and you draw, say, Arrow? Is it worth rerolling that card and it's autoattack boost effect, when the result is going to be another singletarget buff with a similar overall RDPS boost? Also, Balance and Spear are role agnostic in this, because I want there to be an 'out' of sorts for if you draw, say, Spire, play it on your BLM, then draw another Spire before the first one falls off. Redraw there would not give you a seal you already have, so it'd be one of physical (arrow)/tank(bole)/healer(ewer)/any(balance).
Changing some stuff around to make it fit the way the game works now better as well. For example, old Arrow reduced GCD. This would cause drift, and with how important the 2min window is now, misaligning because your GCD changed would be poorly received even if the intentions were good natured. As such, to keep the 'feel' of the card intact, I change it to increased Autoattack speed, something we know is possible due to MNK having a CD that does it. Bole gaining a reflective component adds a damage output to the card that makes it desireable instead of 'this could have been more damage but it isn't so it's trash'. Spire is magic damage because uhh... there's a thunderbolt on the card and that seems kinda magic-y
edit:
cough