It's not a band-aid if you contravene some basic principles that everyone considers to be important, which I believe is the case- we all should be able to play the job that we want in FL. We can switch jobs if another job is unlocked - but no one can force us to do so.
FL has made numerous design decisions because of these principles (or rules) and your "bandaid" isn't a trivial "fix". in addition, job selection is so important to many people since it directly impacts their UX, that they would find work arounds and then we'd be back to where we started.
L and CC don't necessarily need to be completely separate, as doing so could lead to strange things like skills being introduced just for one mode (not necessarily what we might want for upkeep and other issues), but they shouldn't design for CC then kind of throw their hands up in the air and treat FL as an afterthought for months at a time. There are some fairly straightforward ideas that have already been discussed (like AOE limitations) that should be viable.



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