Paladin:
- Rework Cover. My recommendation would be to turn it into a permanent uptime buff that can be placed on any party member, including yourself, similar to Kardia. At baseline, it grants the target the ability to block incoming attacks, generating additional gauge. Defensive actions used by the PLD provide additional benefits to the Cover target.
- Give Clemency the opportunity to become an ability without cast time under certain conditions (i.e. successfully transferring a beneficial effect to a Cover target). In exchange, remove the lifesteal effects from offensive spells.
- Merge down Divine Veil and Passage of Arms down into a single action that does not restrict the PLD's ability to do damage while it is active. Perhaps turn it into a ground effect that mitigates damage and prevents knockback for all party members within its area of effect.
- Either do something more interesting with Shield Bash, or remove it.
- Reduce the recast on Hallowed Ground to 6 minutes.
Warrior:
- Make self-sustain skill dependent.
- Replace the magical barrier effect on Shake it Off with temporary HP. Do you remember WAR players trying to see how high they could boost their HP numbers? That should be built into the job design.
- Increase the recast on Holmgang to 5 minutes.
Dark Knight:
- More hitstop.
- Add in more GCD actions. A combo action that follows off of Bloodspiller could be interesting, as could a finisher that terminates Living Shadow early and deals additional damage based on the remaining timer.
- Find a way to bring the Blood Weapon haste buff back to the job, even if it's relatively short duration. Alternatively, just reduce the GCD of Bloodspiller (and an associated combo action, if you add one) to 1.5 seconds.
- Remove the magic only dependence of DRK's actions. If you are unwilling to change Dark Missionary's base effect, then it needs an additional beneficial effect to justify its use in non-magical fights. An expedient style speed boost would be nice.
- Remove the MP cost on TBN and just let it generate a self heal on the target when it shatters.
- Consider merging Abyssal Drain and Carve and Spit down into a single action that offers the benefits of both.
- Omnislash.
Gunbreaker:
- Replace Camouflage's effect with something similar to the old Shade Shift action. Create five shadows, each incoming hit gets mitigated up to X% HP damage.
- Remove the magic only dependence of Heart of Light.
- Perhaps introduce an 'Overclock' action, which makes the next defensive action more powerful in exchange for shortening its duration significantly.
- Lionheart.
All:
- Revise gap closers on all tanks so that they are not damage dependent and allows for creative movement techniques. Melee are significantly further ahead when it comes to pure freedom of movement.
- Experiment with timed counter-attacks. Could tanks bring a 'counter' move that can only be used when a red arrow tankbuster is up? Perhaps it staggers the boss and gives the group a miniature burst window to take advantage of.