Having abilities like Raise with heavy restrictions seems counter to the point of the ability to me personally.
Like, take Warden’s Paean. Esuna on a 45s cool-down. The requirement for Esuna is so rare, and even then when it does become an emergency and someone actually needs it, you have to pray to god nobody else gets another debuff or you’re completely out of luck (assuming healer has somehow inexplicably vanished from existence lol). As a result, most people just completely ignore to the point that I genuinely believe at least 70% of Bards literally do not that the ability even exists.
If you ask me though, all they need to do is made it a GCD, with or without Mp cost or cast or w/e. Then it can actually be used in an emergency to support when necessary; otherwise it’s functionally redundant. Removable debuffs are either such an emergency you need to get them immediately, or so unthreatening they might as well not exist (healers adjust lol).
Raise is the exact same to me. Either it’s needed in an emergency or it’s not really necessary (healer can do it, enemy at 1% HP, w/e). I feel like adding restrictions to it like a cool-down just defeat the purpose of it being there in the first place. I mean, I hate that Lux Solaris is tied to Solar Bahamut too. And sure, they’ve literally designed every encounter to always have an aoe come out at the 120s counter, but it’s still infuriating to me to have a heal ability that has both a huge cool-down and a limited window in which it’s used. Either let us use it when we need it or turn it into something actually valuable outside of no-healer runs lol.
Unfortunately for us, regarding your second point, that’s literally how they balance job design right now lol. Gnash thing from Viper being a salient example. They removed it from existence purely on the basis that someone might forget to apply it and lower their dps. And I mean, while it’s not tank eHP, doesn’t every dps job have at least one defensive ability along with Bloodbath, Arm’s Length and Second Wind precisely for ‘if they get something they’re not supposed to?’. The devs’ approach to most feedback ends up being ‘homogenise class design then remove anything that might cause variations in skill’. I guess I’m just worried they might get ideas lol
I’d just hate to see Raise removed/restricted from casters purely because ‘that’s for the healers’ or some other weird developer justification they’ll give. Extending it to other jobs I’m personally neutral on, though I do feel like Raise on Black Mage would be (ironically) a paradox lol. And that’s not considering other forms of raise that have a cool-down i.e Phoenix Down items. But for the spell itself I feel like it’d be better if they keep it the way it is for every job that has it