Honestly, job balance is actually pretty good relative to how bad it's been in the past. I remember BCOB prog wanting us to stack up on Bards and Casters, or having to babysit the DRG through prog because they had such comparatively low magic def that raidwides would kill them. Or previously successful world ranked prog teams failing spectacularly in Gordias for the sole reason that their leader wanted to stick with AST and A3S wasn't having any of that. There's the misery of how squishy Drks were back in the day, and not long after, the comical death of SCH with the launch of SB. I could go on...

The point is that as things stand, every job in the game is entirely viable. You don't join a group, see a class and worry that content is going to be unclearable anymore. A good performing player in an underperforming job is going to be far better than an underperforming player on a good job.

The game's heavy emphasis on DPS above all else kind of shines a harsh light on just about any damage discrepancy now though. Even in the case of healers, their healing potencial is irrelevant because you never need it, it's their damage output that counts, same with tanks. I'm not a huge fan of that but what are you going to do at this stage.

As for job identity, that's a difficult one. In one regard, visually yes the jobs are fine. Even with the weapon hidden, you can look at a job and tell what they are from the animations almost instantly. Gameplay is where the problems start and things get a bit too sameysamey.