I worry this is splitting hairs, but I feel like I should elaborate on a couple points.
First, I don't think people tend to assume that the best possible run with a job under best possible play by self and party, best possible composition, and best possible RNG with a given job should need to be within 1% of another job's... so long as that 1% is minute compared to other elements of variance unavoidable between runs.
The more varied the strats, the more that can go differently without blatant error, the wider the margin of acceptance. I'm not sure anything beyond that asymptote (in which the more of A, the larger the lenience for B) is worth worrying about so long as whatever community-noted net advantage is shuffled enough over fights and/or over time (early prog, later), compositions, etc.
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But anywho, that's arguing theoretical bounds and is therefore far, far less practical, so long as there's any desire to make the game more fleshed out regardless. More practical then is HOW kit may interact with content.
For that, I'd be most interested in ensuring that we have a great many (perhaps even overlapping, if need be) categories for capacity and seek to ensure that jobs' efforts required to provide that much and the maximum they can reasonably provide in practice are roughly on par with one another by crafting content in such a way as to pull on each of those capacities at roughly equal volume.
Put more simply, imagine each job as having a irregular decagonal radial graph showing their various powers. You want to slice what content makes use of in such a way that the volumes by the content from each kit used are roughly equal, even if the shape of that content's own "graph" so to speak varied wildly.
Which is far, far, from easy, I understand. But it does start first with those categories and imagining in what ways one can even indirectly but meaningfully near an encounter's goal, be it healing something to X% HP, reducing its HP to 0, moving it from point A to point B, or whatever else.
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Sidenote: One other way to balance jobs is to instead balance their gambits. For instance, when players can only really afford (in terms of time or account-wide time-locked content) to level one job per role, they tend to stick to that one job per role and parties tend to take a more lenient view of acceptable inefficiency (so long as the party can still clear content). However, as it'd stand for XIV this would require massive losses to XIV's unique selling points, to accessibility (in terms of time and allowance for more indecisive/choice-anxious players), and customizability of gameplay at the player and party levels.
A potential compromise, though, is just to have more content where specific utility advantages are decently frequent but in roughly equal portion and are especially valuable (relative to raw output) and the exact encounters are largely randomized. In those cases, without knowing who will come out on top, again a larger variance tends to be acceptable so long as, chances accounted for, each enters with roughly equal risk.



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