I was fine if cleric stance remained on a single job, but I feel it would be an example of a skill where it created way too much of a gap at the same time that it actively made doing your thematic duties more painful. Given a job that represents a harder player style just because some players might like it, like another job might be easier, that's fine though. Not that I'd intentionally aim for them to be insanely different, but general "that job is harder to play, but also is entirely valid and thematically interesting" is fine. Although I would still have had it work differently, like casting certain healing spells just cancels cleric entirely and other healing oGCD spells might have special ignore or even promotes cleric. Perhaps introducing the theme earlier as cleric but later levels as a battle cleric where well timed healing actually enhances the effect.
Particularly in places where it wont be too bad I like seeing growing pains, as an opportunity to see growth.. but I don't really like to see obtuse systems when you're being competitively partnered (like one job in ultimate doesn't shoot itself in the foot but another one.. yeah he constantly double barrels themselves in the face). Like in games where you do some gathering for a while but then you get an upgrade that shortens that because they want to show you new things (hence my 'tool' effects I had suggested for Island Sanctuary, so gathering could be gamified once you've done the default loop).
I think a thematic example of loss recently was Dragoon's jumps are essentially just attacks now due to a recent change. I would have thought they could have gained a passive perhaps that temporarily grants them dragon scales which have % max HP shield that lasts a few seconds. Turning a con quirk of the jump into a potential pro and also one you might be able to maximize strategy for.