Major Arcana: now autodraws one card every 30s. If you have one already and a second 'recharge time' is completed, the second card will be placed in 'the Spread', to use a pre-SHB term. 'Play Major Arcana' will always play the Drawn card first, then the Spread card afterwards. If you have a card both Drawn and Spread, the timer pauses. This is intended to make the 'Spread' feel more like a 'leeway' to prevent overcapping. For optimization, you can dump two cards at 1min, then two at 2min in raidbuffs if you so wish
Minor Arcana: now draws a Minor Arcana every 15s. When you have a Minor Arcana drawn, the timer completing a charge again will 'Spread' a second Minor Arcana card. If a Minor Arcana card is both Drawn and Spread, like with the Majors, the timer to generate a new Minor Arcana will pause. Unlike Major Arcana, where the effects are strong enough to justify pooling for the burst window, the Minor Arcana is not that big a jump in potency (hopefully) to be worth delaying until raidbuffs, as the short recharge means you will likely lose a use if you delay too much
Playing Major Arcana is still OGCD, but Minor Arcana are GCD. A Major and a Minor effect can be on the same player at once, but not two Majors, or two Minors at once. EG, you can have 'the Balance and 'the Cups', but not 'the Cups' and 'the Pentacles', as those are two Minor Arcana. The Burst Window (tm) would essentially be Divination, Minor Major Minor Major. You would be able to delay a little between card uses by filling with a Malefic, to buy time to consider your next Card target. Because of Minor Arcana moving over to be GCD, the intention would be that it would both help to break up the Malefic monotony outside the burst window, and simultaneously free up some 'required double-weaves' into single-weaves, reducing the reliance on Lightspeed for the burst window's execution (allowing it to be used more for mobility)
Additionally, Sleeve Draw would return, becoming a 2charge, 60s charge time action. When you use it, your currently drawn Minor Arcana becomes a Lady of it's suit. This guarantees that inside the burst window, your Minor Arcana is always going to have the maximum effect.
Major Arcana effects:
Balance: 10% damage, 15s.
Bole: 20% damage mitigation, 15s. Additionally, grants 3 stacks of Bole's Bulwark, causing the enemy that strikes the bearer of this buff to take 10% of that ally's Max HP as damage and consuming one stack.
Arrow: Grants 10 stacks of 'Arrow's Assault' (12 if the target is PhysRanged), increasing Autoattack rate by 400%. One stack is consumed for each Autoattack dealt under it's effect, and upon consuming all stacks, the Autoattack rate returns to normal.
Additionally, if the target of this card is the AST, grants 5 stacks of Arrow's Assault, speeding up the recast time of the AST to 1.5s for the next 5 GCD attacks, and making cast times of those spells instant.
Ewer: Grants 1000mp over 15s. Additionally, If the target is a healer, grants 3 stacks of Ewer Overflowing, causing the next 3 attacks dealt to strike a second time for 100% of the spell's potency. Additional effects are not applied. This second strike cannot crit or Direct Hit.
Spear: 10% Physical damage, 15s. Additionally, if the target of this card is the AST, all magic damage dealt by the AST is instead considered physical for the duration, allowing them to benefit from this card's effect
Spire: 10% Magic damage, 15s
A Note on Minor Arcana: Knaves, Lords, Ladies are 7 8 and 9 respectively. Due to not having a duration, these effects will last on the target until they are overwritten by another card, or KO removes them.
X of Staves: Increases the next 5 attacks dealt by the target ally by 60p. Additionally, increases the damage of the first attack dealt by target ally after this effect is applied, by 5 potency, multiplied by the face value of the arcana.
X of Rings: Deals 100p in counterattack damage each time the target ally is struck, up to 3 times. Additionally, deals an additional 5 potency, multiplied by the face value of the arcana, for the first counterattack only.
X of Knives: Causes the next 6 Autoattacks to deal a second strike for 50p. Additionally, a bonus potency equal to the arcana face value is applied to each of these bonus strikes.
if the concept of 'potency value not divisible by 5' is too much for the engine, make it 'first autoattack has bonus damage of '5 x face value'' like the rest
X of Cups: Causes the next 3 healer damage spells to cost half MP, and to strike a second time for 100p. Additional effects are not applied twice. Additionally, the first of these spells deals bonus damage equal to 5 potency, multiplied by the face value of the arcana
X of Crowns: Increases the next 5 instances of Magic damage dealt by 60p. Additionally, a bonus potency equal to the arcana face value is applied to each of these bonus strikes.
(see arrow if game can't handle non-5 values)
X of Irons: Increases the next 5 instances of Physical damage dealt by 60p. Additionally, a bonus potency equal to the arcana face value is applied to each of these bonus strikes. Additionally, if the target of this card is the AST, the next 5 instances of magic damage are instead considered physical, allowing them to benefit from this card's effect
By making the cards have a unified effect of 'increases damage', balanced against one another in output, we can have them feel unique again with additional effects (like Bole's Mit, or Ewer's MP restore). We can also create effects that allow every role to have a card that is 'desired by X role', rather than the previous 'Balance or bust', or the current 'throw it all on the DPS'. Tanks and Healers would also get to have a card that is not just a case of 'well, I got a caster card and we've got two melee in this dungeon', but one specifically tailored to be 'this is the best on Healers, but casters can make some use of it as well'. This would also allow for, as mentioned previously, 'slightly unconventional' play with some card effects. For example, with the effect of Bole, 'reflect damage based on Max HP', you would place it on a Tank normally, as they have the highest Max HP. But you might also consider using it on a Healer or Caster for additional safety (eg they got a vuln stack) at the cost of a tiny amount of damage. By associating each card/suit with a specific role, I believe that the effect/role pairings would be very intuitive to learn (at least, easier to learn than having to relearn that Arrow/Ewer are now a pair, instead of Arrow/Spear). Bole protects, so it goes on Tanks. Spears are melee weapons, so it goes on the Melee. The Spire gets struck by magic lightning, so it goes on Casters, etc.
As a final side note, I've also thought about a new system for assisting in targeting allies for one-off ability uses without breaking your targeting on your current target. Essentially, like executing a macro that says /ac "action" <2>, but without actually having to make all those macros and bind them all. It would be something akin to more recent Monster Hunter games, with their Radial Menu of quickbinds for items, crafting, or emotes. Essentially, the way I'd envision it would be something like:
So in the example Arcana Gauge given, your burst window would be:
Malefic until burst time
Divination, Sleeve Draw (to empower the Minor Arcana into a Lady of it's suit, in this case, Lady of Cups)
Hold Minor Arcana button (this is GCD)
Move mouse/RightStick to the right (targets the SCH)
Release Minor Arcana button (Card is sent to SCH), let go of RightStick to go back to it's neutral position
Hold Major Arcana button (this is an OGCD weave)
Move mouse/Rightstick up/down (targets one of the tanks, whichever is MT atm)
Release Major Arcana button, release RightStick
Sleeve Draw if desired (this would turn the 6 of Irons into a Lady of Irons, in this case)
Hold Minor Arcana button (this is GCD)
Move mouse/RightStick down-left or down-right (targets the NIN/MNK)
Release Minor Arcana button (Card is sent to NIN/MNK), release RightStick
Hold Major Arcana button (this is an OGCD weave)
Move mouse/Rightstick down-left or down-right (targets the NIN/MNK again, as a Major and Minor effect can both be active at once on someone, but not two Major effects or two Minor effects)
Release Major Arcana button, release RightStick
Spam some more Malefics until Minor Arcana comes back up
That might look like a lot of stuff, but it's actually only two GCDs worth of actions listed there (the two uses of Minor Arcana). In practice, I'd expect it to feel pretty fast paced, but also very fluid, to throw out cards at such speeds. At first, it'd be a bit weird to get used to, but with practice, I can see people getting incredibly fast at executing actions within such a system. As mentioned before, Malefics can be thrown in to 'buy a GCD' to consider your next card move if needed, or to buy time for a Redraw if needed. Additionally, this system could theoretically work for a lot of other skills. Excog, Lustrate, Exaltation, EssentialDignity, DivineBenison, Tank shareables like Intervention or Nascent Flash, even something like DragonSight for DRG, or Verraise/Vercure on RDM and Rekindle on SMN, could benefit from such a system, making the act of 'throw this utility skill onto an ally' so much more fluid, and preventing (or at least reducing) those instances of 'untarget boss to heal, can't tab back to boss because it's too damn big'