The problem with 14’s design is they decided every job should be equally viable in all content. In 11 it is entirely possible to get into situations certain jobs are just not designed for, and there is a lot more personal responsibility in getting gear/spells/etc.
In 11, a blue acquiring certain spells is not much different than a samurai grinding a monster to get a specific katana, or a white mage trekking out in no man’s land to get a teleport spell.
Unfortunately, in 14 a level 90 Paladin needs to be functionally identical to every other 90 tank.
Lack of job individualism, lack of horizontal progression and lack of the devs being able to allow certain jobs to be better than others in certain circumstances are IMO this game’s biggest faults.
In other words: what is the point of allowing one character to play all jobs if mastering those jobs doesn’t bring any tangible benefits or otherwise make certain situations easier to do? If you have 90 Paladin, there is no point to having 90 dark knight.
On topic of Blue, they really should go with the intention of allowing blue to run amok in older expedition content like Bozja and Eureka. Why they decided to lock spells behind dungeons was an incredibly dumb decision.