So, personally, after watching the job trailer and seeing what the rework graphically looks like...

I like that Draw, Redraw/Undraw, and Minor Arcana are reworked into one action. I like that you get 3 cards (technically 4) every 60 seconds rather than a metered 30 second two charge card draw (with added redraw) plus the Minor Arcana. These are things that make sense to streamline the card mechanic- especially since all of the stuff attached to cards has been removed (Divination seals, royal road, astrodyne, etc). If you're going to make a mechanic more accessible then you might as well cut out the superfluous RNG. Did I like the RNG? Yes, but at the same time it A) made the class overly complicated for people who are just playing the class for the aesthetic and B) annoyed the more hardcore players by forcing them to battle the RNG gods.

I'm on the fence so far. As much as I like my little card throwing, high APM, constantly reworked and patched class... It does need to be both more accessible (mainly so I don't have to keep telling sprouts to use their cards) and also more cohesive- which, seems to be being addressed? It all boils down to what the cards actually do. If it's DPS card = 6% damage boost, Defensive card = 10% damage reduction, Heal card = 10% healing power... Yeah, that's boring. And if you're unaware, every draw will draw an "offensive, defensive, and curative card-" and that's all we really know.

I feel like this "rework" is basically Expedient... That, when it was revealed everyone clowns on it, but then it turns out really powerful once we see the actual numbers/mechanics. Basically, I'm saying, "Dear Square, don't screw this up." And I hope that they see this pushback and make the Astro more accessible, but not WHM level boring. If I wanted to play WHM... I would just install candycrush. Kthnx.